8/16/2019 Oerth Journal 27.pdf http://slidepdf.com/reader/full/oerth-journal-27pdf 1/43 E DITIONS CHANGE... GREYHAWK ENDURES! I SSUE 27 APRIL 2016 OERTH JOURNAL
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E DITIONS CHANGE GREYHAWK ENDURES
I SSUE 27 APRIL 2016 OERTH
JOURNAL
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CREDITS
1
THE OERTH JOURNALV II I 27 APRIL 2016
Contributing Authors bull Dennis Lovatt Rick MillerMichael RaperCover Artists bull Dean OyeboContributing Artists bull Mike Bridges AdamKoča Mike Lowe Rick Miller Dean Oyebo TinaSlezakCartographer bull Rick MillerLayouts bull Rick MillerEditor-in-Chief bull Dennis LovattEditorial Team bull Rory Klein Rick Miller
Skip TwitchellArt Director bull Adam KočaGraphic Designers bull Adam Koča RickMiller
On the CoverOnce more Dean Oyebo illustrates a dramatic cover
depicting a Ket cultist of Faelshenda
Dean is a freelance graphic designer from England and an
amazing artist whose backgrounds fully illustrate the entire
mood of the piece His art can be seen as Echo Dragon at
DeviantArt
Featured Artists Mike Bridges adds a sliver of cultist allure each esoteric
symbol of the Secret Societies and Hidden Cabals of Ket His
visions and reverie can be found here
Adam Koča provides plenty of avor to each core human race
from the devout Baklunish to the surreptitious Suloise
Tina Slezak What more can I say Your art would and should
have graced these pages much more You are sorely missed
forevermore
DisclaimerDUNGEONS amp DRAGONS DRAGON DUNGEON GREYHAWK and the WORLD OFGREYHAWK are registered trademarks owned by Wizards of the Coast Hasbro Allcharacters character names and the distinctive likenesses thereof are trademarks ownedby Wizards of the Coast Inc
Text portions not belonging specically to other owners are copyright to their respective authors Permission is granted to copyand paste the text portions for game use only No other use is implied or granted by this posting For any other use please contactthe publisher
1
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TABLE OF CONTENTSIN MEMORIAMTINA SLEZAKBy Rick Miller Art by Rick Miller and Tina Slezak
P a g e 3
GAZETTEER OF THE FLANAESSTHE CITY OF GLASSBy Frank Myres Art by Adam Koča Rick Miller and Frank Myres
P a g e 4
RACES OF OERTHTHE BAKLUNISHBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 11
RACES OF OERTHTHE FLANNAEBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 15
RACES OF OERTHTHE OERIDIANSBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 22
RACES OF OERTHTHE RHENNEEBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 27
RACES OF OERTHTHE SULOISE
By Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 31
GAZATTEER OF THE FLANAESSKET SECRET SOCIETIES AND HIDDEN CABALSBy Michael Raper Art by Mike Bridges Rick Miller and Dean Oyebo
P a g e 35
2
THE OERTH JOURNALV II I 27 APRIL 201
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3
ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due
to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss
you always my friend though even now youare with me Blessed journeys my love mysweetest friend
-Your forest-eyed friend forever
-Rick ldquoDuicarthanrdquo Millerrdquo
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GAZETTEER OF THE FLANAESS
THE CITY OF GLASS
By Frank Myres
Art by Art by Adam Koča Rick Miller amp Frank Myres
4
The mystical City of Glass oats over the capital of Lo
Reltarma the Lendore Isles (formerly Spindrift Isles) This
igantic articial construct supports a city created solely from
magic a testimony to power of the Suloise and the ability of
heir ancient Mages of Power
LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City
National Alignment Lawful NeutralGood
GP Limit 300000gp Assets unknown
DEMOGRAPHICSPopulation unknown
Type mixed (human (suel) 90 others 10)
Economy type variable
Resources armaments slaves foodstus gems and spell
omponents
AUTHORITY FIGURES
Governed by the seven members of the Council of High
Magic (one for each school of magic save divination)
HISTORY
The City of Glass was created by the Archmage Lendore i
-425 and he placed it in the air 8888 feet above the capit
the Lendore Isles Lo Reltarma
The entirety of the original structure is believed to be m
up of glassteel
It was originally connected to the capital below it by me
of an artifact of Lendorersquos creation the Gate of Glass
artifact is said to have been deactivated (but not destroy
by the high elven followers of Sehanine when they claithe Lendore Isles for themselves
Initially Lendore and his followers used a oating towe
his personal residence and place of power Once construc
on Lo Reltarma was well begun more and more of Lendo
followers and their families relocated there Finally
Lendore and eight of his best students remained He
began a Master Shaping (epic magic) which when comple
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5
esulted in a circular disc 10 miles across covered by a clear
early invisible dome of hardened glassteel
CONSTRUCTION AND GEOGRAPHY
The base of the disc is 12 mile thick though it is thought that
nly the outer foot or so is actually comprised of glassteel
The remainder appears to be stone assorted minerals and a
op layer comprised of several feet of incredibly fertile topsoil
An illusory sun followed by night sky travels across the time
eeping track with Liga Luna and Celene outside
In the exact center of the disc is the City of Glass proper
nd it covers an area two miles in diameter All of the major
tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural
tyle of the ancient Suloise Many though not all of the
riginal structures are made from glassteel of varying colors
ransparencies and even textures
A wall of dark almost black glassteel a foot thick and fty
eet high surrounds the City of Glass (this cannot be climbed
without magical assistance) Eight circular towers are equally
paced around the wall and are largely set within it Each is
00 feet high and 80 feet in diameter The base of each tower
as a double gate set within it allowing access into and out of
he city itself
Each tower is residence to a wizard of 17th-21st level known
s a High Master This supreme practitioner of a given school
f magic (abjuration conjuration enchantment evocation
lusion necromancy and transmutation) sits on the Council
f High Magic and through it governs the city There is no
ower of divination and no High Master of Divination the
ower for divination sits closed and empty and its gates have
een sealed for over a thousand years It is said that the last
High Master of Divination was Lendore himself
Broad avenues over fty-feet wide extend from the base
ach tower of magic to the central plaza at the heart of the
ity The area between each of these forms the eight districts
f the city
DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the
Common District the Trade District the Foreign District
he Militant District the Necropolis District and the Divine
District
NOBLE DISTRICT
The Noble District lies between the Divine District and the
Garden District It is lled with small walled compounds
urrounded by park-like pleasances The borders between
hese are colored glassteel walls pierced with gated archways
GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds
nd lakes with a few small wooded groves Some of the latter
re wilder and far less manicured
COMMON DISTRICT
The common district is situated between the Garden and
Trade districts Here are the residences of common Suloise
olk Some are individual multi-storied structures while others
are insulae (see Foreign District below)
TRADE DISTRICT
Situated between the Foreign and Common Districts
manufacturing crafting (except for arcane artistry)
marketing is done here Everything from small artisan s
to vast (mostly subterranean manufactories can be fo
here
All public oces are found here though these are far fe
than would be found in most cities
FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm
as well visitors to the city reside here Many empty pri
residences as well as taverns inns exist here Five to e
story high towers of apartments known as insulae tower a
the other private residences Each insulae features oors
two to eight apartments sharing a common stairwell loc
at the top of the building only oors above the 4th may h
a small balcony and it will never protrude beyond the wal
the structure)
MILITANT DISTRICT
Between the Necropolis and Foreign districts lies the lar
vacant Militant District Burgeoning with empty pa
grounds barracks and several schools dedicated to the ma
arts the district could very well hold a vast army Howe
many insist that such a force would be summoned in
NECROPOLIS DISTRICT
Lying in the area between the towers of Necromancy
Evocation the Necropolis district accommodates vast pri
crypts and large obelisks that are the public ossuaries o
common folk
DIVINE DISTRICT
A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem
(major and minor) to each of the deities once worshippe
the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len
Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra
Syrul Vatun Wastri Wee Jas and Xerbo The two grea
of these is the House of Wee Jas a massive cathedral w
main spire rises almost 600 feet high and the Hall of Len
an oddly shaped upright twisted ring structure which is la
on the inside than the outside
CENTRAL PLAZA
At the very center of the City of Glass lies Lendorersquos to
resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p
illuminates the glory of the enormous gate of glass
At the center of the plazarsquos large open pool the gates
entry to four twenty-foot wide arching bridges of glasstee
THE GATE OF GLASS
This artifact actually exists in two places at the same t
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6
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T983151983159983141983154 983151983142
I983148983148983157983155983145983151983150
T983151983159983141983154 983151983142
N983141983139983154983151983149983137983150983139983161
D983145983158983145983150983141 N983151983138983148983141
N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142
E983158983151983139983137983156983145983151983150
W983145983148983140 B983141983148983156
T983151983159983141983154 983151983142
C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148
P983148983137983162983137
M983145983148983145983156983137983150983156 C983151983149983149983151983150
G983137983154983140983141983150
F983154983141983155983144
W983137983156983141983154
T983151983159983141983154 983151983142
T983154983137983150983155983149983157983156983137983156983145983151983150
T983151983159983141983154 983151983142
E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142
A983138983146983157983154983137983156983145983151983150
Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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CREDITS
1
THE OERTH JOURNALV II I 27 APRIL 2016
Contributing Authors bull Dennis Lovatt Rick MillerMichael RaperCover Artists bull Dean OyeboContributing Artists bull Mike Bridges AdamKoča Mike Lowe Rick Miller Dean Oyebo TinaSlezakCartographer bull Rick MillerLayouts bull Rick MillerEditor-in-Chief bull Dennis LovattEditorial Team bull Rory Klein Rick Miller
Skip TwitchellArt Director bull Adam KočaGraphic Designers bull Adam Koča RickMiller
On the CoverOnce more Dean Oyebo illustrates a dramatic cover
depicting a Ket cultist of Faelshenda
Dean is a freelance graphic designer from England and an
amazing artist whose backgrounds fully illustrate the entire
mood of the piece His art can be seen as Echo Dragon at
DeviantArt
Featured Artists Mike Bridges adds a sliver of cultist allure each esoteric
symbol of the Secret Societies and Hidden Cabals of Ket His
visions and reverie can be found here
Adam Koča provides plenty of avor to each core human race
from the devout Baklunish to the surreptitious Suloise
Tina Slezak What more can I say Your art would and should
have graced these pages much more You are sorely missed
forevermore
DisclaimerDUNGEONS amp DRAGONS DRAGON DUNGEON GREYHAWK and the WORLD OFGREYHAWK are registered trademarks owned by Wizards of the Coast Hasbro Allcharacters character names and the distinctive likenesses thereof are trademarks ownedby Wizards of the Coast Inc
Text portions not belonging specically to other owners are copyright to their respective authors Permission is granted to copyand paste the text portions for game use only No other use is implied or granted by this posting For any other use please contactthe publisher
1
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TABLE OF CONTENTSIN MEMORIAMTINA SLEZAKBy Rick Miller Art by Rick Miller and Tina Slezak
P a g e 3
GAZETTEER OF THE FLANAESSTHE CITY OF GLASSBy Frank Myres Art by Adam Koča Rick Miller and Frank Myres
P a g e 4
RACES OF OERTHTHE BAKLUNISHBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 11
RACES OF OERTHTHE FLANNAEBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 15
RACES OF OERTHTHE OERIDIANSBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 22
RACES OF OERTHTHE RHENNEEBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 27
RACES OF OERTHTHE SULOISE
By Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 31
GAZATTEER OF THE FLANAESSKET SECRET SOCIETIES AND HIDDEN CABALSBy Michael Raper Art by Mike Bridges Rick Miller and Dean Oyebo
P a g e 35
2
THE OERTH JOURNALV II I 27 APRIL 201
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3
ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due
to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss
you always my friend though even now youare with me Blessed journeys my love mysweetest friend
-Your forest-eyed friend forever
-Rick ldquoDuicarthanrdquo Millerrdquo
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GAZETTEER OF THE FLANAESS
THE CITY OF GLASS
By Frank Myres
Art by Art by Adam Koča Rick Miller amp Frank Myres
4
The mystical City of Glass oats over the capital of Lo
Reltarma the Lendore Isles (formerly Spindrift Isles) This
igantic articial construct supports a city created solely from
magic a testimony to power of the Suloise and the ability of
heir ancient Mages of Power
LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City
National Alignment Lawful NeutralGood
GP Limit 300000gp Assets unknown
DEMOGRAPHICSPopulation unknown
Type mixed (human (suel) 90 others 10)
Economy type variable
Resources armaments slaves foodstus gems and spell
omponents
AUTHORITY FIGURES
Governed by the seven members of the Council of High
Magic (one for each school of magic save divination)
HISTORY
The City of Glass was created by the Archmage Lendore i
-425 and he placed it in the air 8888 feet above the capit
the Lendore Isles Lo Reltarma
The entirety of the original structure is believed to be m
up of glassteel
It was originally connected to the capital below it by me
of an artifact of Lendorersquos creation the Gate of Glass
artifact is said to have been deactivated (but not destroy
by the high elven followers of Sehanine when they claithe Lendore Isles for themselves
Initially Lendore and his followers used a oating towe
his personal residence and place of power Once construc
on Lo Reltarma was well begun more and more of Lendo
followers and their families relocated there Finally
Lendore and eight of his best students remained He
began a Master Shaping (epic magic) which when comple
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5
esulted in a circular disc 10 miles across covered by a clear
early invisible dome of hardened glassteel
CONSTRUCTION AND GEOGRAPHY
The base of the disc is 12 mile thick though it is thought that
nly the outer foot or so is actually comprised of glassteel
The remainder appears to be stone assorted minerals and a
op layer comprised of several feet of incredibly fertile topsoil
An illusory sun followed by night sky travels across the time
eeping track with Liga Luna and Celene outside
In the exact center of the disc is the City of Glass proper
nd it covers an area two miles in diameter All of the major
tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural
tyle of the ancient Suloise Many though not all of the
riginal structures are made from glassteel of varying colors
ransparencies and even textures
A wall of dark almost black glassteel a foot thick and fty
eet high surrounds the City of Glass (this cannot be climbed
without magical assistance) Eight circular towers are equally
paced around the wall and are largely set within it Each is
00 feet high and 80 feet in diameter The base of each tower
as a double gate set within it allowing access into and out of
he city itself
Each tower is residence to a wizard of 17th-21st level known
s a High Master This supreme practitioner of a given school
f magic (abjuration conjuration enchantment evocation
lusion necromancy and transmutation) sits on the Council
f High Magic and through it governs the city There is no
ower of divination and no High Master of Divination the
ower for divination sits closed and empty and its gates have
een sealed for over a thousand years It is said that the last
High Master of Divination was Lendore himself
Broad avenues over fty-feet wide extend from the base
ach tower of magic to the central plaza at the heart of the
ity The area between each of these forms the eight districts
f the city
DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the
Common District the Trade District the Foreign District
he Militant District the Necropolis District and the Divine
District
NOBLE DISTRICT
The Noble District lies between the Divine District and the
Garden District It is lled with small walled compounds
urrounded by park-like pleasances The borders between
hese are colored glassteel walls pierced with gated archways
GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds
nd lakes with a few small wooded groves Some of the latter
re wilder and far less manicured
COMMON DISTRICT
The common district is situated between the Garden and
Trade districts Here are the residences of common Suloise
olk Some are individual multi-storied structures while others
are insulae (see Foreign District below)
TRADE DISTRICT
Situated between the Foreign and Common Districts
manufacturing crafting (except for arcane artistry)
marketing is done here Everything from small artisan s
to vast (mostly subterranean manufactories can be fo
here
All public oces are found here though these are far fe
than would be found in most cities
FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm
as well visitors to the city reside here Many empty pri
residences as well as taverns inns exist here Five to e
story high towers of apartments known as insulae tower a
the other private residences Each insulae features oors
two to eight apartments sharing a common stairwell loc
at the top of the building only oors above the 4th may h
a small balcony and it will never protrude beyond the wal
the structure)
MILITANT DISTRICT
Between the Necropolis and Foreign districts lies the lar
vacant Militant District Burgeoning with empty pa
grounds barracks and several schools dedicated to the ma
arts the district could very well hold a vast army Howe
many insist that such a force would be summoned in
NECROPOLIS DISTRICT
Lying in the area between the towers of Necromancy
Evocation the Necropolis district accommodates vast pri
crypts and large obelisks that are the public ossuaries o
common folk
DIVINE DISTRICT
A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem
(major and minor) to each of the deities once worshippe
the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len
Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra
Syrul Vatun Wastri Wee Jas and Xerbo The two grea
of these is the House of Wee Jas a massive cathedral w
main spire rises almost 600 feet high and the Hall of Len
an oddly shaped upright twisted ring structure which is la
on the inside than the outside
CENTRAL PLAZA
At the very center of the City of Glass lies Lendorersquos to
resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p
illuminates the glory of the enormous gate of glass
At the center of the plazarsquos large open pool the gates
entry to four twenty-foot wide arching bridges of glasstee
THE GATE OF GLASS
This artifact actually exists in two places at the same t
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6
S983137983148983156 W983137983156983141983154
T983151983159983141983154 983151983142
D983145983158983145983150983137983156983145983151983150
T983151983159983141983154 983151983142
I983148983148983157983155983145983151983150
T983151983159983141983154 983151983142
N983141983139983154983151983149983137983150983139983161
D983145983158983145983150983141 N983151983138983148983141
N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142
E983158983151983139983137983156983145983151983150
W983145983148983140 B983141983148983156
T983151983159983141983154 983151983142
C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148
P983148983137983162983137
M983145983148983145983156983137983150983156 C983151983149983149983151983150
G983137983154983140983141983150
F983154983141983155983144
W983137983156983141983154
T983151983159983141983154 983151983142
T983154983137983150983155983149983157983156983137983156983145983151983150
T983151983159983141983154 983151983142
E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142
A983138983146983157983154983137983156983145983151983150
Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
8162019 Oerth Journal 27pdf
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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TABLE OF CONTENTSIN MEMORIAMTINA SLEZAKBy Rick Miller Art by Rick Miller and Tina Slezak
P a g e 3
GAZETTEER OF THE FLANAESSTHE CITY OF GLASSBy Frank Myres Art by Adam Koča Rick Miller and Frank Myres
P a g e 4
RACES OF OERTHTHE BAKLUNISHBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 11
RACES OF OERTHTHE FLANNAEBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 15
RACES OF OERTHTHE OERIDIANSBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 22
RACES OF OERTHTHE RHENNEEBy Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 27
RACES OF OERTHTHE SULOISE
By Dennis Lovatt Art by Adam Koča and Rick Miller
P a g e 31
GAZATTEER OF THE FLANAESSKET SECRET SOCIETIES AND HIDDEN CABALSBy Michael Raper Art by Mike Bridges Rick Miller and Dean Oyebo
P a g e 35
2
THE OERTH JOURNALV II I 27 APRIL 201
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3
ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due
to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss
you always my friend though even now youare with me Blessed journeys my love mysweetest friend
-Your forest-eyed friend forever
-Rick ldquoDuicarthanrdquo Millerrdquo
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GAZETTEER OF THE FLANAESS
THE CITY OF GLASS
By Frank Myres
Art by Art by Adam Koča Rick Miller amp Frank Myres
4
The mystical City of Glass oats over the capital of Lo
Reltarma the Lendore Isles (formerly Spindrift Isles) This
igantic articial construct supports a city created solely from
magic a testimony to power of the Suloise and the ability of
heir ancient Mages of Power
LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City
National Alignment Lawful NeutralGood
GP Limit 300000gp Assets unknown
DEMOGRAPHICSPopulation unknown
Type mixed (human (suel) 90 others 10)
Economy type variable
Resources armaments slaves foodstus gems and spell
omponents
AUTHORITY FIGURES
Governed by the seven members of the Council of High
Magic (one for each school of magic save divination)
HISTORY
The City of Glass was created by the Archmage Lendore i
-425 and he placed it in the air 8888 feet above the capit
the Lendore Isles Lo Reltarma
The entirety of the original structure is believed to be m
up of glassteel
It was originally connected to the capital below it by me
of an artifact of Lendorersquos creation the Gate of Glass
artifact is said to have been deactivated (but not destroy
by the high elven followers of Sehanine when they claithe Lendore Isles for themselves
Initially Lendore and his followers used a oating towe
his personal residence and place of power Once construc
on Lo Reltarma was well begun more and more of Lendo
followers and their families relocated there Finally
Lendore and eight of his best students remained He
began a Master Shaping (epic magic) which when comple
8162019 Oerth Journal 27pdf
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5
esulted in a circular disc 10 miles across covered by a clear
early invisible dome of hardened glassteel
CONSTRUCTION AND GEOGRAPHY
The base of the disc is 12 mile thick though it is thought that
nly the outer foot or so is actually comprised of glassteel
The remainder appears to be stone assorted minerals and a
op layer comprised of several feet of incredibly fertile topsoil
An illusory sun followed by night sky travels across the time
eeping track with Liga Luna and Celene outside
In the exact center of the disc is the City of Glass proper
nd it covers an area two miles in diameter All of the major
tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural
tyle of the ancient Suloise Many though not all of the
riginal structures are made from glassteel of varying colors
ransparencies and even textures
A wall of dark almost black glassteel a foot thick and fty
eet high surrounds the City of Glass (this cannot be climbed
without magical assistance) Eight circular towers are equally
paced around the wall and are largely set within it Each is
00 feet high and 80 feet in diameter The base of each tower
as a double gate set within it allowing access into and out of
he city itself
Each tower is residence to a wizard of 17th-21st level known
s a High Master This supreme practitioner of a given school
f magic (abjuration conjuration enchantment evocation
lusion necromancy and transmutation) sits on the Council
f High Magic and through it governs the city There is no
ower of divination and no High Master of Divination the
ower for divination sits closed and empty and its gates have
een sealed for over a thousand years It is said that the last
High Master of Divination was Lendore himself
Broad avenues over fty-feet wide extend from the base
ach tower of magic to the central plaza at the heart of the
ity The area between each of these forms the eight districts
f the city
DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the
Common District the Trade District the Foreign District
he Militant District the Necropolis District and the Divine
District
NOBLE DISTRICT
The Noble District lies between the Divine District and the
Garden District It is lled with small walled compounds
urrounded by park-like pleasances The borders between
hese are colored glassteel walls pierced with gated archways
GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds
nd lakes with a few small wooded groves Some of the latter
re wilder and far less manicured
COMMON DISTRICT
The common district is situated between the Garden and
Trade districts Here are the residences of common Suloise
olk Some are individual multi-storied structures while others
are insulae (see Foreign District below)
TRADE DISTRICT
Situated between the Foreign and Common Districts
manufacturing crafting (except for arcane artistry)
marketing is done here Everything from small artisan s
to vast (mostly subterranean manufactories can be fo
here
All public oces are found here though these are far fe
than would be found in most cities
FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm
as well visitors to the city reside here Many empty pri
residences as well as taverns inns exist here Five to e
story high towers of apartments known as insulae tower a
the other private residences Each insulae features oors
two to eight apartments sharing a common stairwell loc
at the top of the building only oors above the 4th may h
a small balcony and it will never protrude beyond the wal
the structure)
MILITANT DISTRICT
Between the Necropolis and Foreign districts lies the lar
vacant Militant District Burgeoning with empty pa
grounds barracks and several schools dedicated to the ma
arts the district could very well hold a vast army Howe
many insist that such a force would be summoned in
NECROPOLIS DISTRICT
Lying in the area between the towers of Necromancy
Evocation the Necropolis district accommodates vast pri
crypts and large obelisks that are the public ossuaries o
common folk
DIVINE DISTRICT
A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem
(major and minor) to each of the deities once worshippe
the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len
Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra
Syrul Vatun Wastri Wee Jas and Xerbo The two grea
of these is the House of Wee Jas a massive cathedral w
main spire rises almost 600 feet high and the Hall of Len
an oddly shaped upright twisted ring structure which is la
on the inside than the outside
CENTRAL PLAZA
At the very center of the City of Glass lies Lendorersquos to
resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p
illuminates the glory of the enormous gate of glass
At the center of the plazarsquos large open pool the gates
entry to four twenty-foot wide arching bridges of glasstee
THE GATE OF GLASS
This artifact actually exists in two places at the same t
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T983151983159983141983154 983151983142
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D983145983158983145983150983141 N983151983138983148983141
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Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
8162019 Oerth Journal 27pdf
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
8162019 Oerth Journal 27pdf
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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3
ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due
to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss
you always my friend though even now youare with me Blessed journeys my love mysweetest friend
-Your forest-eyed friend forever
-Rick ldquoDuicarthanrdquo Millerrdquo
8162019 Oerth Journal 27pdf
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GAZETTEER OF THE FLANAESS
THE CITY OF GLASS
By Frank Myres
Art by Art by Adam Koča Rick Miller amp Frank Myres
4
The mystical City of Glass oats over the capital of Lo
Reltarma the Lendore Isles (formerly Spindrift Isles) This
igantic articial construct supports a city created solely from
magic a testimony to power of the Suloise and the ability of
heir ancient Mages of Power
LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City
National Alignment Lawful NeutralGood
GP Limit 300000gp Assets unknown
DEMOGRAPHICSPopulation unknown
Type mixed (human (suel) 90 others 10)
Economy type variable
Resources armaments slaves foodstus gems and spell
omponents
AUTHORITY FIGURES
Governed by the seven members of the Council of High
Magic (one for each school of magic save divination)
HISTORY
The City of Glass was created by the Archmage Lendore i
-425 and he placed it in the air 8888 feet above the capit
the Lendore Isles Lo Reltarma
The entirety of the original structure is believed to be m
up of glassteel
It was originally connected to the capital below it by me
of an artifact of Lendorersquos creation the Gate of Glass
artifact is said to have been deactivated (but not destroy
by the high elven followers of Sehanine when they claithe Lendore Isles for themselves
Initially Lendore and his followers used a oating towe
his personal residence and place of power Once construc
on Lo Reltarma was well begun more and more of Lendo
followers and their families relocated there Finally
Lendore and eight of his best students remained He
began a Master Shaping (epic magic) which when comple
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5
esulted in a circular disc 10 miles across covered by a clear
early invisible dome of hardened glassteel
CONSTRUCTION AND GEOGRAPHY
The base of the disc is 12 mile thick though it is thought that
nly the outer foot or so is actually comprised of glassteel
The remainder appears to be stone assorted minerals and a
op layer comprised of several feet of incredibly fertile topsoil
An illusory sun followed by night sky travels across the time
eeping track with Liga Luna and Celene outside
In the exact center of the disc is the City of Glass proper
nd it covers an area two miles in diameter All of the major
tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural
tyle of the ancient Suloise Many though not all of the
riginal structures are made from glassteel of varying colors
ransparencies and even textures
A wall of dark almost black glassteel a foot thick and fty
eet high surrounds the City of Glass (this cannot be climbed
without magical assistance) Eight circular towers are equally
paced around the wall and are largely set within it Each is
00 feet high and 80 feet in diameter The base of each tower
as a double gate set within it allowing access into and out of
he city itself
Each tower is residence to a wizard of 17th-21st level known
s a High Master This supreme practitioner of a given school
f magic (abjuration conjuration enchantment evocation
lusion necromancy and transmutation) sits on the Council
f High Magic and through it governs the city There is no
ower of divination and no High Master of Divination the
ower for divination sits closed and empty and its gates have
een sealed for over a thousand years It is said that the last
High Master of Divination was Lendore himself
Broad avenues over fty-feet wide extend from the base
ach tower of magic to the central plaza at the heart of the
ity The area between each of these forms the eight districts
f the city
DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the
Common District the Trade District the Foreign District
he Militant District the Necropolis District and the Divine
District
NOBLE DISTRICT
The Noble District lies between the Divine District and the
Garden District It is lled with small walled compounds
urrounded by park-like pleasances The borders between
hese are colored glassteel walls pierced with gated archways
GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds
nd lakes with a few small wooded groves Some of the latter
re wilder and far less manicured
COMMON DISTRICT
The common district is situated between the Garden and
Trade districts Here are the residences of common Suloise
olk Some are individual multi-storied structures while others
are insulae (see Foreign District below)
TRADE DISTRICT
Situated between the Foreign and Common Districts
manufacturing crafting (except for arcane artistry)
marketing is done here Everything from small artisan s
to vast (mostly subterranean manufactories can be fo
here
All public oces are found here though these are far fe
than would be found in most cities
FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm
as well visitors to the city reside here Many empty pri
residences as well as taverns inns exist here Five to e
story high towers of apartments known as insulae tower a
the other private residences Each insulae features oors
two to eight apartments sharing a common stairwell loc
at the top of the building only oors above the 4th may h
a small balcony and it will never protrude beyond the wal
the structure)
MILITANT DISTRICT
Between the Necropolis and Foreign districts lies the lar
vacant Militant District Burgeoning with empty pa
grounds barracks and several schools dedicated to the ma
arts the district could very well hold a vast army Howe
many insist that such a force would be summoned in
NECROPOLIS DISTRICT
Lying in the area between the towers of Necromancy
Evocation the Necropolis district accommodates vast pri
crypts and large obelisks that are the public ossuaries o
common folk
DIVINE DISTRICT
A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem
(major and minor) to each of the deities once worshippe
the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len
Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra
Syrul Vatun Wastri Wee Jas and Xerbo The two grea
of these is the House of Wee Jas a massive cathedral w
main spire rises almost 600 feet high and the Hall of Len
an oddly shaped upright twisted ring structure which is la
on the inside than the outside
CENTRAL PLAZA
At the very center of the City of Glass lies Lendorersquos to
resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p
illuminates the glory of the enormous gate of glass
At the center of the plazarsquos large open pool the gates
entry to four twenty-foot wide arching bridges of glasstee
THE GATE OF GLASS
This artifact actually exists in two places at the same t
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6
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T983151983159983141983154 983151983142
D983145983158983145983150983137983156983145983151983150
T983151983159983141983154 983151983142
I983148983148983157983155983145983151983150
T983151983159983141983154 983151983142
N983141983139983154983151983149983137983150983139983161
D983145983158983145983150983141 N983151983138983148983141
N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142
E983158983151983139983137983156983145983151983150
W983145983148983140 B983141983148983156
T983151983159983141983154 983151983142
C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148
P983148983137983162983137
M983145983148983145983156983137983150983156 C983151983149983149983151983150
G983137983154983140983141983150
F983154983141983155983144
W983137983156983141983154
T983151983159983141983154 983151983142
T983154983137983150983155983149983157983156983137983156983145983151983150
T983151983159983141983154 983151983142
E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142
A983138983146983157983154983137983156983145983151983150
Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
8162019 Oerth Journal 27pdf
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
8162019 Oerth Journal 27pdf
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
8162019 Oerth Journal 27pdf
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
8162019 Oerth Journal 27pdf
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
8162019 Oerth Journal 27pdf
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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GAZETTEER OF THE FLANAESS
THE CITY OF GLASS
By Frank Myres
Art by Art by Adam Koča Rick Miller amp Frank Myres
4
The mystical City of Glass oats over the capital of Lo
Reltarma the Lendore Isles (formerly Spindrift Isles) This
igantic articial construct supports a city created solely from
magic a testimony to power of the Suloise and the ability of
heir ancient Mages of Power
LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City
National Alignment Lawful NeutralGood
GP Limit 300000gp Assets unknown
DEMOGRAPHICSPopulation unknown
Type mixed (human (suel) 90 others 10)
Economy type variable
Resources armaments slaves foodstus gems and spell
omponents
AUTHORITY FIGURES
Governed by the seven members of the Council of High
Magic (one for each school of magic save divination)
HISTORY
The City of Glass was created by the Archmage Lendore i
-425 and he placed it in the air 8888 feet above the capit
the Lendore Isles Lo Reltarma
The entirety of the original structure is believed to be m
up of glassteel
It was originally connected to the capital below it by me
of an artifact of Lendorersquos creation the Gate of Glass
artifact is said to have been deactivated (but not destroy
by the high elven followers of Sehanine when they claithe Lendore Isles for themselves
Initially Lendore and his followers used a oating towe
his personal residence and place of power Once construc
on Lo Reltarma was well begun more and more of Lendo
followers and their families relocated there Finally
Lendore and eight of his best students remained He
began a Master Shaping (epic magic) which when comple
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5
esulted in a circular disc 10 miles across covered by a clear
early invisible dome of hardened glassteel
CONSTRUCTION AND GEOGRAPHY
The base of the disc is 12 mile thick though it is thought that
nly the outer foot or so is actually comprised of glassteel
The remainder appears to be stone assorted minerals and a
op layer comprised of several feet of incredibly fertile topsoil
An illusory sun followed by night sky travels across the time
eeping track with Liga Luna and Celene outside
In the exact center of the disc is the City of Glass proper
nd it covers an area two miles in diameter All of the major
tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural
tyle of the ancient Suloise Many though not all of the
riginal structures are made from glassteel of varying colors
ransparencies and even textures
A wall of dark almost black glassteel a foot thick and fty
eet high surrounds the City of Glass (this cannot be climbed
without magical assistance) Eight circular towers are equally
paced around the wall and are largely set within it Each is
00 feet high and 80 feet in diameter The base of each tower
as a double gate set within it allowing access into and out of
he city itself
Each tower is residence to a wizard of 17th-21st level known
s a High Master This supreme practitioner of a given school
f magic (abjuration conjuration enchantment evocation
lusion necromancy and transmutation) sits on the Council
f High Magic and through it governs the city There is no
ower of divination and no High Master of Divination the
ower for divination sits closed and empty and its gates have
een sealed for over a thousand years It is said that the last
High Master of Divination was Lendore himself
Broad avenues over fty-feet wide extend from the base
ach tower of magic to the central plaza at the heart of the
ity The area between each of these forms the eight districts
f the city
DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the
Common District the Trade District the Foreign District
he Militant District the Necropolis District and the Divine
District
NOBLE DISTRICT
The Noble District lies between the Divine District and the
Garden District It is lled with small walled compounds
urrounded by park-like pleasances The borders between
hese are colored glassteel walls pierced with gated archways
GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds
nd lakes with a few small wooded groves Some of the latter
re wilder and far less manicured
COMMON DISTRICT
The common district is situated between the Garden and
Trade districts Here are the residences of common Suloise
olk Some are individual multi-storied structures while others
are insulae (see Foreign District below)
TRADE DISTRICT
Situated between the Foreign and Common Districts
manufacturing crafting (except for arcane artistry)
marketing is done here Everything from small artisan s
to vast (mostly subterranean manufactories can be fo
here
All public oces are found here though these are far fe
than would be found in most cities
FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm
as well visitors to the city reside here Many empty pri
residences as well as taverns inns exist here Five to e
story high towers of apartments known as insulae tower a
the other private residences Each insulae features oors
two to eight apartments sharing a common stairwell loc
at the top of the building only oors above the 4th may h
a small balcony and it will never protrude beyond the wal
the structure)
MILITANT DISTRICT
Between the Necropolis and Foreign districts lies the lar
vacant Militant District Burgeoning with empty pa
grounds barracks and several schools dedicated to the ma
arts the district could very well hold a vast army Howe
many insist that such a force would be summoned in
NECROPOLIS DISTRICT
Lying in the area between the towers of Necromancy
Evocation the Necropolis district accommodates vast pri
crypts and large obelisks that are the public ossuaries o
common folk
DIVINE DISTRICT
A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem
(major and minor) to each of the deities once worshippe
the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len
Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra
Syrul Vatun Wastri Wee Jas and Xerbo The two grea
of these is the House of Wee Jas a massive cathedral w
main spire rises almost 600 feet high and the Hall of Len
an oddly shaped upright twisted ring structure which is la
on the inside than the outside
CENTRAL PLAZA
At the very center of the City of Glass lies Lendorersquos to
resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p
illuminates the glory of the enormous gate of glass
At the center of the plazarsquos large open pool the gates
entry to four twenty-foot wide arching bridges of glasstee
THE GATE OF GLASS
This artifact actually exists in two places at the same t
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6
S983137983148983156 W983137983156983141983154
T983151983159983141983154 983151983142
D983145983158983145983150983137983156983145983151983150
T983151983159983141983154 983151983142
I983148983148983157983155983145983151983150
T983151983159983141983154 983151983142
N983141983139983154983151983149983137983150983139983161
D983145983158983145983150983141 N983151983138983148983141
N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142
E983158983151983139983137983156983145983151983150
W983145983148983140 B983141983148983156
T983151983159983141983154 983151983142
C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148
P983148983137983162983137
M983145983148983145983156983137983150983156 C983151983149983149983151983150
G983137983154983140983141983150
F983154983141983155983144
W983137983156983141983154
T983151983159983141983154 983151983142
T983154983137983150983155983149983157983156983137983156983145983151983150
T983151983159983141983154 983151983142
E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142
A983138983146983157983154983137983156983145983151983150
Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
8162019 Oerth Journal 27pdf
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
8162019 Oerth Journal 27pdf
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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5
esulted in a circular disc 10 miles across covered by a clear
early invisible dome of hardened glassteel
CONSTRUCTION AND GEOGRAPHY
The base of the disc is 12 mile thick though it is thought that
nly the outer foot or so is actually comprised of glassteel
The remainder appears to be stone assorted minerals and a
op layer comprised of several feet of incredibly fertile topsoil
An illusory sun followed by night sky travels across the time
eeping track with Liga Luna and Celene outside
In the exact center of the disc is the City of Glass proper
nd it covers an area two miles in diameter All of the major
tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural
tyle of the ancient Suloise Many though not all of the
riginal structures are made from glassteel of varying colors
ransparencies and even textures
A wall of dark almost black glassteel a foot thick and fty
eet high surrounds the City of Glass (this cannot be climbed
without magical assistance) Eight circular towers are equally
paced around the wall and are largely set within it Each is
00 feet high and 80 feet in diameter The base of each tower
as a double gate set within it allowing access into and out of
he city itself
Each tower is residence to a wizard of 17th-21st level known
s a High Master This supreme practitioner of a given school
f magic (abjuration conjuration enchantment evocation
lusion necromancy and transmutation) sits on the Council
f High Magic and through it governs the city There is no
ower of divination and no High Master of Divination the
ower for divination sits closed and empty and its gates have
een sealed for over a thousand years It is said that the last
High Master of Divination was Lendore himself
Broad avenues over fty-feet wide extend from the base
ach tower of magic to the central plaza at the heart of the
ity The area between each of these forms the eight districts
f the city
DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the
Common District the Trade District the Foreign District
he Militant District the Necropolis District and the Divine
District
NOBLE DISTRICT
The Noble District lies between the Divine District and the
Garden District It is lled with small walled compounds
urrounded by park-like pleasances The borders between
hese are colored glassteel walls pierced with gated archways
GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds
nd lakes with a few small wooded groves Some of the latter
re wilder and far less manicured
COMMON DISTRICT
The common district is situated between the Garden and
Trade districts Here are the residences of common Suloise
olk Some are individual multi-storied structures while others
are insulae (see Foreign District below)
TRADE DISTRICT
Situated between the Foreign and Common Districts
manufacturing crafting (except for arcane artistry)
marketing is done here Everything from small artisan s
to vast (mostly subterranean manufactories can be fo
here
All public oces are found here though these are far fe
than would be found in most cities
FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm
as well visitors to the city reside here Many empty pri
residences as well as taverns inns exist here Five to e
story high towers of apartments known as insulae tower a
the other private residences Each insulae features oors
two to eight apartments sharing a common stairwell loc
at the top of the building only oors above the 4th may h
a small balcony and it will never protrude beyond the wal
the structure)
MILITANT DISTRICT
Between the Necropolis and Foreign districts lies the lar
vacant Militant District Burgeoning with empty pa
grounds barracks and several schools dedicated to the ma
arts the district could very well hold a vast army Howe
many insist that such a force would be summoned in
NECROPOLIS DISTRICT
Lying in the area between the towers of Necromancy
Evocation the Necropolis district accommodates vast pri
crypts and large obelisks that are the public ossuaries o
common folk
DIVINE DISTRICT
A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem
(major and minor) to each of the deities once worshippe
the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len
Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra
Syrul Vatun Wastri Wee Jas and Xerbo The two grea
of these is the House of Wee Jas a massive cathedral w
main spire rises almost 600 feet high and the Hall of Len
an oddly shaped upright twisted ring structure which is la
on the inside than the outside
CENTRAL PLAZA
At the very center of the City of Glass lies Lendorersquos to
resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p
illuminates the glory of the enormous gate of glass
At the center of the plazarsquos large open pool the gates
entry to four twenty-foot wide arching bridges of glasstee
THE GATE OF GLASS
This artifact actually exists in two places at the same t
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6
S983137983148983156 W983137983156983141983154
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T983151983159983141983154 983151983142
I983148983148983157983155983145983151983150
T983151983159983141983154 983151983142
N983141983139983154983151983149983137983150983139983161
D983145983158983145983150983141 N983151983138983148983141
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E983158983151983139983137983156983145983151983150
W983145983148983140 B983141983148983156
T983151983159983141983154 983151983142
C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148
P983148983137983162983137
M983145983148983145983156983137983150983156 C983151983149983149983151983150
G983137983154983140983141983150
F983154983141983155983144
W983137983156983141983154
T983151983159983141983154 983151983142
T983154983137983150983155983149983157983156983137983156983145983151983150
T983151983159983141983154 983151983142
E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142
A983138983146983157983154983137983156983145983151983150
Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
8162019 Oerth Journal 27pdf
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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6
S983137983148983156 W983137983156983141983154
T983151983159983141983154 983151983142
D983145983158983145983150983137983156983145983151983150
T983151983159983141983154 983151983142
I983148983148983157983155983145983151983150
T983151983159983141983154 983151983142
N983141983139983154983151983149983137983150983139983161
D983145983158983145983150983141 N983151983138983148983141
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W983145983148983140 B983141983148983156
T983151983159983141983154 983151983142
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P983148983137983162983137
M983145983148983145983156983137983150983156 C983151983149983149983151983150
G983137983154983140983141983150
F983154983141983155983144
W983137983156983141983154
T983151983159983141983154 983151983142
T983154983137983150983155983149983157983156983137983156983145983151983150
T983151983159983141983154 983151983142
E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142
A983138983146983157983154983137983156983145983151983150
Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo
wide by 40rsquo tall pane of almost ethereally clear glass oating
couple of feet above the pool below Etched into its base in
lowing runes are the cryptic words ldquoUrbs Deniqrdquo
When both sides are active looking through one side shows
what is on the other Now that the side in Lo Reltarma has
een encased in a massive wall of stone (created by having
multiple casters casting simultaneously) the side in the City of
Glass seems to icker every few seconds revealing images of
trange doorways gates and portals from ancient to possibly
uture times and from worlds other than Oerth
Anyone casting any form of teleportation magic while
ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the
imensions of the Gate of Glass This eect is dismissible and
as no component costs Unlike the portal spell this can be
sed to create a portal which can access other planes andor
imensions
Unknown to anyone presently inhabiting the City of Glass
s the fact that the Gate of Glass is the reason no divination
magics function there A side eect of its vast power the Gate
of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec
of the link between itself and the City of Glass this block
extends only to the outer edges of the dome and disc u
which the City of Glass sits This anti-divination powe
so great that it is (rightfully) believed not even the
themselves can locate the City of Glass
LENDORErsquoS TOWER
This glassteel lattice tower sits on 4 legs and rises 1500
above the central plaza Its base is a square area measu
400 feet per side It has 3 levels the lowest of which is
feet above the Central Plaza and is 200 feet square per s
250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)
uppermost level is rumored to be heavily warded since
said to provide access to Lendorersquos Tomb
Access to the rst level is via magical moving stairc
in each of the towerrsquos legs (two ascend two descend) E
staircase is 20 feet wide and ascends 250 to the rst lev
the tower One merely stands at the base steps upon the
step and it begins to ascend at a pace faster than a man
F983151983154983141983145983143983150 T983154983137983140983141
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
8162019 Oerth Journal 27pdf
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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7
walk up stairs normally (the stairs ascenddescend at 50 feet
er round)
First Level The rst level of Lendorersquos Tower is a large open
rea lled with benches made of glassteel which surround a
entral rostrum This space was used by Lendore to lecture
nd instruct his students and apprentices prior to his lsquodeathrsquo
Now it is the public assembly hall for the inhabitants of the
City of Glass It is from here that the Council of High Magic
overns the city
Once every 10 days the High Masters of each tower
ssemble here for 6 hours During this time they dispense
ustice inform the citizens of the city of events happening
within the city (and outside it as well) and meet with any
mportant newcomers to the City of Glass Should one be
ndisposed or otherwise unavailable his proxy is given over to
he High Master of his choice
Second Level The second level of Lendorersquos Tower lies
mpty now Once it provided the living spaces kitchens
antries baths and other areas need by the students and
pprentices of Lendore It is connected to the rst level via 4
more of the enchanted moving staircases
In the center of the second level is a small locked chamber
with a shaft (10rsquo x 10rsquo) leading upward The base of this circular
haft is actually a platform with a permanent suspension spellecting it
Third Level This heavily warded area was the private
anctum of Lendore and it is here (rather than in his tomb)
hat all of his greatest treasures are kept
Lendorersquos Tomb Beneath the pool which lies under
endorersquos Tower is Lendorersquos Tomb This small sepulcher has
emained undisturbed for over 1000 years It is said to be
eavily warded and to be protected by powerful constructs
which have not been seen since the height of the Suloise
mpire
GM Note This area is left for individual GMs to esh out as
hey wish (or might be revealed at a later time in the Oerth
ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis
which he cast upon himself awaiting the Final Calamity
NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise
approx 9000 of which about 1500 are of noble Suloise
rigin) with the remainder being made up of non-Suloise
uman races (there are no Bakluni to be found among them)
nd a few non-humanoid individuals (who number less than
00 and range from at least one vampire to a shape-shifted
ragon)
Those born here are known as lsquociviirsquo and many can trace
heir lineage back to the original followers and students ofendore
A strange curse seems to aect the City of Glass in that those
orn here or anyone who spends more than 8 consecutive days
ere is unable to leave without suering a lingering malady
This strange illness manifests itself 8 days after leaving the
City of Glass itself (not the outer disc) in the form of a malaise
anyone who is a lsquociviirsquo loses 1 hp per day they are outside it
no form of magical healing stops this loss only return to
City of Glass)
GM Note This is actually a minor side eect of the Ga
Glass Each of the High Masters possesses a small mag
trinket which belonged to the 8 apprentices of Lendore
helped him create the City and Gate of Glass which allows
possessor to leave for any length of time
OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know
the lsquowildsrsquo Immediately outside the city walls is a freshw
river 12 mile across and a 14 mile deep at its deepest p
(next to the city wall) It is spanned by straight at brid
of glassteel which radiate outward from each of the tow
50 feet above the riverrsquos surface This body of water is ca
a river rather than a lake because it moves languidly
clockwise direction
A large variety of freshwater plants and aquatic life lls
river 90 of this life is benign and people can be found
sitting on the bridge or making use of small boats to sh
Surrounding the river is a wilderness belt 3 miles wide
terrain here varies from small glades to several belts of s
steep hills An abundance of game can be found again
most of it being benign in nature and obviously suitedhunting
A curious thing about this wilderness belt is that it
lsquoseasonsrsquo If one extends imaginary lines from the Towe
Necromancy and the Tower of Illusion the area which
between is always in winter - with mild winter being fo
near each edge and extreme winter at its exact center
area that would lie between the Tower of Illusion to the T
of Abjuration is always in Spring Between the Towe
Abjuration and the Tower of Enchantment it is always sum
and between the Tower of Enchantment and the Towe
Necromancy it is always autumn
Every eight days in a counterclockwise direction
eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg
the eects of a renew the land spell
The outermost lsquoshorersquo of this belt opens onto a saltw
lsquosearsquo which like its freshwater sister is 12 mile across a
14 mile deep at its deepest point (next to the outer wa
the dome which covers the disc) Beds of kelp and coral
be found next to the shore which has a couple of beau
beaches as well as several areas of tall clis (some of w
have obvious sea caves)
The marine life here is abundant being made up of sev
varieties of game sh as well as several small schoo
sharks and even a small pod of orca
WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a
inhabitants (less than 1000 total) who are known as lsquoho
These are the mixed descendants of the Spindrift Isl
inhabitants that escaped to the City of Glass when the e
took over the islands Most of these are nomadic half-elve
high elfSuloise heritage
8162019 Oerth Journal 27pdf
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
8162019 Oerth Journal 27pdf
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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8
A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo
hough the lsquohospiirsquo are not permitted to build permanent
ncampments They must move every 8 days or they begin
o sicken Any structure built of wood or stone immediately
isappears when the renew the land eect aects the area in
which it lies
BEYOND THE DOMESince the time of its creation the City of Glass and the disc
pon which it sits have hung in the sky above Lo Reltarma
or over 1000 years it was used by sailors and travelers as a
avigational aid All of that changed when the elves took overhe islands and began their pogrom
When the elves began to drive out the non-elven inhabitants
great storm cloud 40 miles across and 5 miles high formed
entered on the dome and disc Terrible waves of sheet
ghtning constantly rage while winds of up to 100 mile per
our blow Even the mightiest of dragons would be bueted
bout by the stormrsquos power There is no rain in this storm just
ury Below it the Lendore Isles have been cloaked in mist
y the Sehaninersquos priests and wizards The storm seems to
ugment this aect with mists of its own often merging with
hose below
CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above
endore Isle The High Masters of Magic and their students
aily open temporary portals to the lands below Often these
re opened onto locations within the Lendore Isles themselves
or purposes that advance the cause of the resistance
Why havenrsquot the elves invaded the City of Glass There are
robably several reasons for this Most importantly the elves
re isolationists and religious fanatics Even the cost of the
ccasional raids from the resistance is nothing compared to
what it would take to storm a city that can only be entered
ia teleportation magic Since it cannot be divined by normal
means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation
Additionally there is the eternal storm raging around the
isc at all times Even dragons could not survive its fury for
ong With visibility down to zero how are you going to nd
t in an area 5 miles deep and 40 miles across It would be
mpossible to y a normal search grid This leaves subterfuge
a spy or spies if you will This could lead to some amazing
uests
The Scarlet Brotherhood would love to inltrate and take
ver the City of Glass It is after all perhaps the greatest
magical achievement of the ancient Suloise A series of
dventures centered on this goal would certainly be possible
The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the
Society an opportunity to visit Who knows what could happen
fter that
THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw
n his nal visions what he himself named the Final Calamity
However Lendore never revealed what the exact natur
that catastrophe was Was this omission deliberate
likely so However some things can be deduced from
nature of his greatest creation the City of Glass itself
Final Calamity must be something so devastating as to req
a sheltered city of immense size It seems to require that
city be self-sustaining for an indeterminate amount of tim
would appear that the Final Calamity will rival even the T
Cataclysms
So what is it Here are three possibilities
1) The destruction of Flanaess itself In the ruins of
remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo
glory
2) The destruction of Oerth itself In this scenario the
of Glass might drift in Greyspace circled by Liga Oerthrsquos
Perhaps its inhabitants could discover some method of mo
it to another world
3) The destruction of the Prime Material Plane In su
case the City of Glass becomes an inter-dimensional hab
wandering through the multiverse
SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo
arcane mysteries Below are a few of these rare arcanum
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S M
Range touch
Eect A glassteel object weighing up to 5 lblevel
Duration instantaneous
Saving Throw none Spell Resistance none
Glassteel is a magical substance created from normal
magical crystal and glass Glassteel is as strong and resis
to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (
as shatter and rusting grasp) do not function on glass
Using this spell with fabricate or a glass-related Craft ch
the caster can fashion glass or crystal items that functio
steel items Thus creating glass plate armor and glass sw
that are as durable as their normal steel counterparts ar
Reference Freeport City of Adventure (Green Ronin)
128
School transmutation Level sorcerer wizard 6
Casting Time 1 minutelb created
Components V S MRange touch
Target One item of a volume no greater than 10 cu ftle
see text
Duration permanent
Saving Throw none Spell Resistance none
This spell increases the hardness of materials Paper beco
harder to tear glass becomes harder to break wood beco
X
G
X
H
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
8162019 Oerth Journal 27pdf
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
8162019 Oerth Journal 27pdf
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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9
more resilient and so on For every two caster levels add 1
oint of hardness to the material targeted by the spell This
ardness increase improves only the materialrsquos resistance to
amage Nothing else is modied by the improvement For
xample a longsword (treat steel as iron base hardness
0) aected by a hardening spell cast by a 12th-level caster
would have hardness 16 for the purpose of ignoring damage
aused by someone making a sunder attack The swordrsquos hit
oints attack and damage modiers and other factors are
ot aected A hardening spell does not in any way aect
substancersquos resistance to other forms of transformation
ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on
Reference Spell Compendium (WotC) pg 109
School conjuration (creation) Level sorcerer wizard 8
Casting Time 3 full rounds
Components V S M (small leather loop suspended from a
ent wire of gold) XP (500 XP)
Range close (25 ft + 5 ftlevel)
Eect See text
Duration concentration + 1 round
Saving Throw none Spell Resistance none
Casting portal opens an interdimensional connection
etween two places on the same plane of existence allowing
ravel between the locations in either direction The portal
tself is a circular hoop or disk from 5 to 20 feet in diameter
casterrsquos choice) oriented in the direction you desire when it
omes into existence (typically vertical and facing you) It is a
wo-dimensional window and anyone or anything that moves
hrough is shunted instantly to the other side The portal has a
ront and back Creatures moving through the portal from the
ront are transported to the other location creatures moving
rom the back are not
SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased
by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65
The interdimensional connection is forged through
Astral Plane so anything that blocks astral travel will
block the usage of the portal Much like the teleporta
spell you must have a clear idea of the location and la
of the destination You cannot create a portal if you d
know where the terminus will end up The clearer your me
image the more likely the portal will form Areas of st
physical or magical energies may make traversing a p
more hazardous or even impossible Use the following tab
determine the success of the portalrsquos opening
Reference DragonLance Campaign Setting pg 108 (
material is taken from the DragonLance Campaign se
where it is called Fistandantilusrsquo Portal)
School conjuration (creation) Level druid 6Casting Time 60 minutes
Components V S M (any seed pod)
Range touch
Target 1 square milelevel
Eect See text
Duration instantaneous
Saving Throw none Spell Resistance none
Taking the seed pod in one and making the prerequ
gestures in the other you cause the area aected to experie
an immediate renewal of all natural life (animal and pla
Destination Successful Failed Familiarity Portal Porta
P
X
R L
Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10
A glassteeled scim
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
8162019 Oerth Journal 27pdf
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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10
lants and trees are immediately restored to perfect health
nd any that bear nuts or fruit are immediately bountifully
aden Any plants or trees that have been cut back or down
n the past month are immediately restored to full life This
pell works as well on both fresh and salt water bodies as it
oes land
Insects and animals (Int 3 and lower) are returned to full
igorous health with any that have been slain in the past
month also being returned to full life
This spell never causes more life to be renewed than could
ustain itself for a month in the environment It will not bring
fe to barren deserts (though it would aect an oasis) or to
are lifeless stone
Any area suering the eects of any form of magical blight
must make an opposed caster level check or have that blight
emoved and the land renewed
School transmutation Level sorcerer wizard 4
Casting Time 1 standard action
Components V S M (small leather loop suspended from a
ent wire of gold)
Range touch
Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)
Saving Throw none Spell Resistance none
This spell functions like levitate except as noted above
nd as follows You can mentally direct the object to move
p or down as much as 45 feet each round for the duration
f the spell doing so is a move action When you cease
oncentration the object remains in place for the duration of
he spell
This spell can be made permanent with a permanency spell
HR)
Reference Shining South (WotC) pg 51 Additionally
s a house rule it has been modied to allow it to be made
ermanent
School transmutation Level sorcerer wizard 9
Casting Time 1 standard action
Components V S M (powdered diamond emerald ruby and
apphire dust worth 5000 gp contained in a platinum coated
lassteel hourglass worth at least 2500gp)
Range touch
Target creature or object touched
Duration see text
Saving Throw Fortitude negates (object) Spell Resistance
Yes (object)
Like the spell temporal stasis you use this spell to place
omething into suspended animation But instead of the
arget being a creature only it can be anythingmdashliving or
onliving When cast on an object any magical properties are
uspended (but not dispelled) Potions cannot be opened the
ext of magical scrolls is too fuzzy to read magic items do
ot operate etc At your discretion you can set a condition
r time whereby the spellrsquos magic releases the target This
is done verbally at the end of the spellrsquos casting and m
be specic if a condition For example you might cast
spell on a king and state ldquoYou are freed when the nat
of Forann and Bretin make peace with each otherrdquo Or if
target is a magic sword you might state ldquoYou are freed w
the youngest son of the Diranges family enters this cham
Whether or not you choose to ax a condition to the spell
magic of greater temporal stasis cannot be otherwise remo
(such as by a successful dispel magic spell or a freedom sp
Reference Behind the Spells Compendium (Tricky Owl
Publishing) pg 90
S
T S G
SHORT ON CONTENT
NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP
LOOK NO FURTHER THAN TH
CANONFIRE CHRONICLES
FROM THE SAME CREW THAT BROUGH
YOU THE OERTH JOURNAL
CHECK IT OUT AT CANONFIRE
UNDER CANONFIRE CHRONICLES
8162019 Oerth Journal 27pdf
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
8162019 Oerth Journal 27pdf
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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11
The modern Bakluni from Yecha to the southern reaches of
Ull trace their lineage back to the alabaster cities of the fabled
Baklunish Empire With a history measured in centuries this
ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in
he mythic west to the Flanness heartlands in the east The
egendary elemental mages of the empire bound dijinni and
lemental alike to the task of creating wondrous things to
proverdquo that this empire would stand the wrath of time itself
verything fell before the power of the great empire until
t encountered another empire that was following the same
manifest destiny the Suel Imperium The stage was set for
hese two mammoth empires to wage a war on a scale that
was thus far unseen upon the world of Oerth
Sixty-three years of war saw brave new heroes rise to
odhood and moldy old gods crumble into ash In the end
he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin
Cataclysmsrdquo When the smoke nally cleared the Suel
mperium was left an ashen waste and the Baklunish were
cattered to the four winds Today the Baklunish are still
aunted by the memory of what was and the loss of an empire
hat has shaped each nation that has followed with each
eeking some claim to the Enlightened Throne
APPEARANCEThe Baklunish people fall within the norms of most human
aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and
heir weight ranging from 140-225 lbs
The Bakluni have a skin almost golden in hue with hair
anging from blue-black to dark brown Their eyes are most
ften green gray-green gray or hazel with a rare jade-green
eing the most prized Children born with such eyes are seen
s a blessing
Though almost unheard of golden eyes have cropped up from
me to time among the Bakluni and these almost always
ndicate a child with Djinni bloodlines
PERSONALITY AND CULTURESpread across the eastern expanse of the region know
the Baklunish Basin the Bakluni cultures are diverse
the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu
people do have common threads which link them togethe
a race The Bakluni are in general a contemplative peo
carefully thinking matters through before acting Even
most brazen chieftain of the Tiger Nomads or Ullish War
thinks upon any impending action for to court failure
stain onersquos honor
Following the precepts known as the ldquoFour Feet of
Dragonrdquo people of Baklunish descent follow these max
Honor Family Generosity and Piety While the other race
the Flanaess have an understanding of these concepts
Bakluni people give them a much deeper meaning
To the Bakluni honor determines how a man carries out
activities of his day It entails keeping onersquos word not ac
cowardly comporting oneself as due his station in life Th
are the acts of an honorable man
Even a bandit can act honorably and yet still be a ba
Honor is the rst -- and for some -- the most important fo
the dragon and for this very reason A man might be imp
or a miser and might even treat his family poorly and yet
be seen as a man But if a man acts without honor then
a cur to be beaten and killed as one would kill any verm
An honorable man seeks the deep roots that only family
provide He honors his parents and grandparents by marr
a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil
bring wealth to a man and his wife that is beyond the mea
of coin An Honorable man magnies his grace and stan
by taking care of his family and seeing to their needs He
his children get good educations his daughters marrie
honorable men from good families his sons taught the w
of honor and family so they may stand as men worth
their fatherrsquos name A Bakluni man takes care of his pare
RACES OF OERTH
The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller
8162019 Oerth Journal 27pdf
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
8162019 Oerth Journal 27pdf
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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12
is brothers and sisters his aunts and uncles if they are by
atersquos hand or by age unable to do so themselves Family
an be a broad term which can also means the employees
f a merchant warriors in a mercenary company even the
ollowers of a bandit lord In these cases the leader will often
reat his men in the same fashion hersquod treat his children Hersquod
ee they were properly wed given a nest egg to start out in
married life etc
While wealth does not always nd those that spend a lifetime
n hard work generosity is not limited to the coin in ones
ouch An honorable man is generous with his time helping
is neighbors and friends giving advice to those that seek it
llowing them to prot from the wisdom Istus has shown to
im and he does not shirk from giving what food he can to
hose in need Hoarding food or coin is frowned upon and
ften is the rst step to ruination in the folktales retold by the
ards of the region The generous man it is said sees that
which he gives returned tenfold when his time of need arises
Piety while the last of the dragonrsquos feet plays an important
ole in the lives of the Bakluni people An honorable man pays
omage to the gods that stand in judgment of his life Istus
he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness
Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand
Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in
he eye of any given person it is a fool that cuts o his nose to
pite of his face Only the Mullahs of a given deity can focus all
f their devotion to a single god The average Bakluni oers
rayers to all of the gods in order to ensure that no slight or
nsult is given to any and to guard against the ckle hand of
ate turning against them Even during times of both drought
nd an abundance of water pious Bakluni make oerings to
Sevelkhar the Waster so as to keep him at bay An old Bakluni
aying says it all ldquoTrust in Istus but tie up your camelrdquo
Culturally turbans and keyehs are the common head wear
or men with Hijabs being the choice of women Loose tting
ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous
egions) worn over them
Most Baklunish warriors favor lighter armor than the heavy
late armor of the east Preferred weaponry consists of spears
ances and composite bows with personal weaponry being all
manner of curved swords such as Scimitars Tulwars Saifs
Shamshirs and Kilij Even those who are not well trained carry
Jambiya which is little more than a curved dagger
RELIGIONThough not a massive pantheon the gods of the Bakluni are
well represented in the daily lives of their people They pay
espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable
Bakluni aspire or at least want to appear to aspire it is
ot surprising that the temples and their mullahs discuss
assionately the nature of orthodoxy and the truest path by
which divine enlightenment can be reached This religious
assion while a noble thing can lead some to rationalize
eeds from which even the most devout Mullah would recoil
It is upon these throes of religious passion that ends of
and the abyss gain footholds upon Oerth and cults aris
dark reections of the Bakluni gods Grazrsquozt makes a
mockery of Istus uttering his own blasphemous comm
to the eager ears of cultists who foolishly believe they
doing the Lady of Fatersquos bidding It is for this reason
the Baklunish region suers a larger quantity of cults
do most other regions and it is why the Mullahs are swi
punish these tools of heresy It is perhaps this very advers
environment that caused the rst Hakima to be blessed
ldquoThe Sightrdquo
A word originally in ancient Baklunish meaning wise
insightful Hakimas were often women skilled in midwif
Most temples had Hakimas on sta and even the poore
villages boasted at least one such woman Searches in
ancient records of the Empire revealed no precedent so
believed that the Sight is a recent development Hakimas
gifted with the ability to see and hear the truth of mat
and even the most skilled liar cringes at the presenc
these wise women In the years since their rst appeara
Hakimas have become the ldquoone honest soulrdquo who can sp
out with impunity against the edicts of the Mullahs the d
of the military even the laws of the Caliph For their part
Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw
rumors no case of a Hakima being stripped of the Sight
ever been conrmed
PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist
and weight of tradition shaped themselves for their plac
this world This shaping has given them advantages in ce
professions and skills All Baklunish gain a +2 racial bo
to Knowledge (Religion) checks Those Baklunish born in
sprawling cities are also adept in the ne Baklunish a
haggling and spotting a good deal Such urban Baklu
gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu
born outside the great cities are less concerned with bargai
and more focused on horseesh Rural Baklunish gain a
racial bonus to Ride and Handle Animal checks
Not all of this shaping has been benecial as a people
Baklunish are insular and superstitious by nature Foreign
while not mistreated are kept at armrsquos length and
standosh nature results in a ndash2 racial penalty for Baklu
on all diplomacy checks involving foreigners The thre
demonic and diabolic inuences have made the Bakluni w
and mindful of the signs taught to them by their parents
grandparents Few Bakluni man or woman leaves the ho
in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o
necklace made of woven hair or a lucky copper piece th
tokens are an important security blanket for the superstit
Bakluni If deprived of this token a Bakluni grows nervous
somewhat jumpy resulting in a ndash2 penalty to all charis
based skill checks until the token is reclaimed
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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8162019 Oerth Journal 27pdf
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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13
FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted
ombat Be it with a lance bow or scimitar and shield the
Baklunish do it best when on horseback The Bakluni re-
urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this
s an illusion precipitated by the severe curve the limbs The
amination process used to construct the bow gives it the
trength and thus the distance to rival the eastern composite
ows yet allows it to serve expertly for horseback archers
The one aw of the otherwise masterful design lies in the
trings These wound strips of catgut work well but begin to
eteriorate in an overly damp environment It is common for
rchers who favor the horse bow to carry two bows one
trung and one unstrung plus several replacement strings
As mentioned above the Scimitar (and its cousins) is
he blade of choice in the Baklunish west and has been so
or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the
weaponrsquos powerful slashing ability While most favor a light
hield in partnership with the scimitar a few nimble warriors
ake up a second blade sometimes a Jambiya or a short
hrusting sword and at other times another scimitar of equal
ize and arc This dual weapon style called Kasirga -- ancient
Baklunish for Whirlwind -- is a powerful and dramatic style
but requires plenty of room to use properly A more com
style of dual ghting using the Jambiya called Yuzlu -- anc
Baklunish for two-fang -- is favored by urban warriors W
it has less power than the wide sweeping strikes used in
Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities
RACIAL FEATSThese are racial feats any Baklunish character can take
their bonus human feat
You are a child of the desert and know its ways
Benet +2 to survival checks in desert terrain
Special Can only be taken at 1st level
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses
Special Can only be taken at 1st level
D [H]
E F [G]
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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14
Grsquo G [H]
The goddess of the living waters has blessed your birth
Benet +2 to swim checks and need consume only half the
mount of water than other humans
Special Can only be taken at 1st level
The energies of the Invoked Devastation which tore apart the
reat Empire still linger within you and are manifested in theirthmark scar that you bear
Benet You receive a +2 bonus to Intimidate checks
+4 vs any Baklunish) You also add a +2 to the DC of Save
hrows for any spell with the Fear descriptor you cast You also
eceive a ndash2 to all Diplomacy checks made against any Bakluni
who see or know of your scar
Special You may only take this feat as a 1st-level character
You are descended from the genies summoned to Oerth by
he ancient Baklunish in the days of the Suel-Baklunish wars
You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti
ncestor or uniformly blue eyes from the blood of a Marid
Benet Select one type of genie Dao (earth) Djinni (air)
freeti (re) or Marid (water) The benets of this feat vary
y the type of your genie ancestor
Dao You receive a +4 bonus on Saving throws against
arth eects and Fortitude saves made to resist petrication
You also add +2 to the DC of saving throws for any spell with
he earth descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Djinni You receive a +4 bonus on Saving throws against
ir eects and the following spells acid fog call lightning
loudkill stinking cloud and storm of vengeance You also
dd +2 to the DC of Saving throws for any spells with the Air
escriptor that you cast as a sorcerer This benet stacks with
he Spell Focus and Greater Spell Focus feats if the spell you
ast is from your chosen school
Efreeti You receive a +4 bonus on Saving throws against
re eects You also add +2 to the DC of Saving throws for
ny spells with the Fire descriptor that you cast as a sorcerer
This benet stacks with the Spell Focus and Greater Spell
ocus feats if the spell you cast is from your chosen school
Marid You receive a +4 bonus on Saving throws against
water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2
onus on Constitution checks made to resist drowning You
lso add +2 to the DC of Saving throws for any spells with
he water descriptor that you cast as a sorcerer This benet
tacks with the Spell Focus and Greater Spell Focus feats if the
pell you cast is from your chosen school
Special You may only take this feat as a 1st-level character
S [H]
[H]
M W [G]
You know your way around business negotiations
Benet You receive a +2 bonus on Appraise Checks
checks and Diplomacy checks related to business dealing
You have been riding horses since before you could walk
Benet grants a +2 bonus to ride and to handle an
checks when dealing with horses Special Can only be taken at 1st level
You are a Bakluni who was raised in the deserts of the
Steppes The harsh storms have toughened you
Benet You have a +1 natural armor class bonus
Special You may only take this feat as a 1st-level chara
Your mother was a Hakima and you were born with a to
of her sightBenet You receive a +2 to Initiative rolls and Spot che
Special You may only take this feat as a 1st-level chara
While many Bakluni pay lip service to Sevelkhar to stave
his wrath you have been born with a touch of the wa
within them
Benets All diseases poisons and dehydration eects
twice as long to eect you For eects that are Instantane
delay the onset time one hour per constitution bonus If o
time is 1 minutes triple the time frame if hours make it
and if days make it weeks The character suers pena
slowly and damages are drawn out to make the chara
suer longer This allows the character to be healed when
would otherwise be detrimental While most people are le
tune with such supernatural aictions animals can sen
and you receive a -2 to all handle animal checks
Special You may only take this feat as a 1st-level chara
S [H]
S [H]
T S [H]
T W B [H]
T B P
AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)
Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
8162019 Oerth Journal 27pdf
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
8162019 Oerth Journal 27pdf
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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15
t is widely documented that the Flannae people are natives of
he Flannaes Hence the name given to the lands even by the
Oeridian conquerors
Rumors persist that one time long ago perhaps before the
ation of Caerdiralor took shape That the Olman and Touv
eople occupied a stretch of land that occupied much of the
outhern Flannaes While no sages can prove the validity of
his claim a case can be made that the ancient Flan could of
eized these lands from the eeing Olman and Touv people
After all many a Touv and Olman god mimic aspects of the
lannae own pantheon
Perhaps a relation to MokrsquoSlyk and the Serpent of Touv
myth Meyanok bare some resemblance though Meyanok was
ot known as a purveyor of magic Though he was directly
esponsible for the birth of three gods Vara Damaran and
Berna Vara has aspects closely aligned to that of Incabulos
specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed
eferenced with the gods of other pantheons However many
an directly see the inuence of Flannae myth in every other
uman culture bordering or occupying the Flannaes However
were the Flannae inspired by a pantheon of gods from another
rigin
Many sages discredit any notion that such a scenario ever
xisted as no recorded documentation of the presence of
Olman or Touv culture has ever been seen in the Flannaes
roof of Touv and Olman cultures have prevailed in the
Amedio Jungle and there are no signs that these people did
ot originate from these lands
Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that
how demonic like beings where accepted in the old faith and
eing part of mans primal nature The Old Faith coexisted with
hese obyrith and later tanaric beings Many paid lip service
o appease these ancient brethren Others worshipped them
ke gods and made pacts to gain power and inuence from
hese beings Some appeared to be less diabolical in their
reatment of the Flan people
Mokrsquoslyk the Serpent is thought to have granted the
people with the knowledge of arcane magic Though Flan
religion shows us that Boccob is the god of magic In anc
texts from the church itself show that Boccob once trapp
demon of unknown origin that was more powerful then Bo
at this time It is believe he gleaned enough magical po
over these thousand years of the demonic creatures capt
This could explain how Mokrsquoslyk stopped inuencing the
in his teachings on magic With Boccob now in place as
deity of magic Mokrsquoslyk waned in power Hoping to rec
what was taken from him in his thousand years of capti
It would also explain how Boccob would have little need
worshippers as his power was siphoned from another pow
being
Throughout the history of the peaceful Flannae T
always existed some outside inuence over how their nat
where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with
teachings of the Old Faith Perhaps it was the pantheo
the Old Faith that was behind the mysterious force w
devastated their capital of Mysyrna Forcing the survivor
cross the Sea of Gearnat
The six great realms of the grass sea lived in tune with na
Until the survivors of Caerdiralor reared their ugly heads
inuenced Sulm in becoming yet another representa
of Ur-Flan power Perhaps the Old Faith was testing
people the dark priests and mystics of Caerdiralor ceme
themselves into seats of power among the Sulmi The
grew in power and once the Old Faith became threatene
obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would
claim to the Flannaes and many of the gods of the Flan
would be incorporated into the pantheon of their conque
Coincidence highly unlikely
Many Flan nationrsquos existed at some point Exag is on
them however Exag was greatly inuenced by the cra
and little is heard of Flan culture in the city of clay excep
inuence in Perrenland The Vast Swamp was or is the hom
RACES OF OERTH
The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
8162019 Oerth Journal 27pdf
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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16
Acerak a cambion demilich who constructed his own labyrinth
or which every artisan or worker who aided in its construction
was locked away within its clutches Acerak would soon follow
ever a true empire in itself Many adventurers deemed it the
Tomb of Horrors for the atrocities committed and experienced
y those who entered the wretched place
The Kings of Burgess were the last of the just and noble
ations to fall to Vecnarsquos spider throne The nations of Fleeth
nd Almadia where intertwined those with the death of the
rincess of Fleeth Almadia was on its own to defend itself
rom the spider throne Vecna sort his vengeance against the
ity of Fleeth Once he slayed all her people save a few nobles
who submitted themselves to his mercy Vecna took Almadia
nd then set his sights on Burgess The only true threat to his
eign at the time of his Occluded Empire
Nuria was a contemporary of six realms of the grass sea
nd the Isles of Woe It traded magical wonders with the
itadel of Veralos ultimately it would be consumed into the
Great Kingdom Believed to have existed in what is now the
Kingdom of Nyrond The Flan population would intermingle
with their oeridian conquerors and become willing citizens of
The Great Kingdom
Perhaps one of the most troublesome of the lost Flan nations
re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants
f Trask were responsible for the attacks on the elven city of
Summer Stars Evil and bellicose beyond refute the invading
erids of house Naelax had little choice but to wipe them
rom the face of Oerth Destroying much of their magic and
writings
Last in the line of benevolent Flannae rulers Ehlissa the
nchantress lived in what is now know as the United Kingdom
f Ahlissa some 1700 years ago and continued to reign in
er prehistoric kingdom for several centuries more Queen
hlissa has no issues she keep song birds as pets During her
eign her people knew peace and none of her subjects knew
overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend
er subjects to her will Her reign lasted up until the Great
Migrations during her reign she managed to prevent the force
ocked away in her Nightingale from escaping Presumably
ead none truly know what happen to Queen Ehlissa or her
amed Nightingale Little to noting remains of Flan culture in
his region Long ago Suel and oerid migrations took their toll
n her Kingdom Becoming part of the Great Kingdom of the
Aerdy and recently The United Kingdom of Ahlissa
APPEARANCEThe Flannae people are recognizable by their bronze
omplexions and wavy or curly hair With strong angular
eatures and heavy brows most Flan are easily discernible
rom other human racial types They tend to be of average to
tocky build sturdy and somewhat hirsute they are anything
ut the prototypical human type these days
Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh
etween 150-180 lbs Female Flannae average between 4rsquo8rdquo
o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller
and heavier Flannae are possible
Their eyes are most commonly dark brown or black br
and amber appearing less frequently Their hair color is us
black but also ranges through shades of black-brown
brown and brown Curly and wavy hair is usual but some
have taken to straightening out there hair in recent times
The original Flan nomads of a millennium ago wore sim
utilitarian clothing including loincloths capes and lea
wrappings on their feet that served as shoes They also w
brightly colored body paints primarily vermilion and ye
ochre in primitive patterns a practice still common am
the surviving Rovers of the Barrens In civilized regions
clothing tends to follow current fashion though they still
to prefer solid bright primary colors
PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract
hard-working and reserved Flan are natural hunters
gatherers imbued with survival instincts most learn to
o the land Flan tend to eat lean even when there i
over abundance of food available Many Flan prefer wate
milk to alcoholic beverages though some places espec
in Geo and Sterich mead and ale have become com
place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling
family ancestry All Flan appear to be unemotional or slo
speak however those that succeed in gaining there trust
nd themselves a loyal passionate and jovial friend O
the human sub-races the Flan are more inclined to work
live among the demi-human races
Few nations boast a large Flan population these d
Geo Sterich Perrenland and the Wolf nomads sport
people mostly mixed with people of other human ethnici
Only the Roverrsquos of the Barrens and the people of Tehn s
a signicant stock of pure Flan-blooded people these day
The ancient Flan were able to carve out some of the m
successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em
Tostenhca Sulm and Itar
The Kingdom of Caerdiralor was the seat of Ur-Flan po
Absconding from the Flan coexistence with nature The ur-
delved deeply into the dark arts and sort to use the destru
force of nature to bend all to their will Worship of Tiamat b
paramount to their society Many other obscure demonic
or immortal powers inuenced them as well Mokrsquoslyk
Serpent seemed to be inuential in gifting the ancient
people with the arcane arts The true nature of Mokrsquosly
unknown Though his inuence amongst all the Flan pe
is well documented throughout history Caerdiralor mee
end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t
capital city of Myrsyrna that ended the genocidal war and
the surviving elite eeing across the Sea of Gearnat to
Lands of the Rhugha
Meanwhile in the lands known as the Bright Desert tr
of Flan people began to embrace the teachings of Va
the Maker the Subtle Teacher Born a mortal Vathris ra
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
8162019 Oerth Journal 27pdf
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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17
imself to the cusp of immortality through his knowledge
eeds and wisdom Embracing the ideals of progress and
ngenuity Under Vathris guidance the six great tribes of the
rass-sea became six realms
The six realms at that time where known as Itar Sulm
Rhugha Ronhass Durha and Truun Itar was chief among
hese six realms as they embraced the teachings of Vathris
wholeheartedly Many of the other tribes struggled to shed
heir past beliefs and the most resistant of those realms where
he Rhugha and the Ronhass strange that two of the most
rominent realms in the great grass sea choose to war against
ach other on a mere slight that none can recall If not for
he interference of the other four realms the Ronhass would
urely have fallen into obscurity The only way to keep peace
mong the six realms was to divide a line directly through the
ands of the Rhugha and Ronhass The Truun were gifted this
ealm to maintain the peace Gifted horsemen themselves and
utnumbering both the Rhugha and Ronhass in size made the
Truun the most reasonable choice to police these realms
Though peace would not last that long The dark mystics and
riests of Caerdiralor found their way into the nobility of Sulm
ars They whispered honeyed words of peace and progress
nstead they used their knowledge of iron-craft and secretitive
ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic
nd technology brought to them by the Caerdiralorrsquos sought
o control the six realms and make them into one mighty
ation
Sulm would rule over the six realms uniting them in bloodshed
nder one banner Despite the numerous nations of horsemen
hat opposed them Sulmrsquos iron-shod legions proved too much
or the other realms The Itari posed the greatest threat to
Sulmrsquos machinations of dominance over the great grass sea
The decades long war ended when Vathris divine spark was
nded by a dark wicked barbed longspear In vengeance for
tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered
he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering
lis of Sennerae down into the deep blue void of the Sea of
Gearnat
Sulm would fall due to the machinations of their last king
Shattados Five hundred years after Keraptis was named
rotector over the Flan nation of Tostenhca Shattados
would don the Scorpion crown gifted to him by the lord of
ntropy himself Tharizdun The people were transformed
nto manscorpions and dune stalkers while Sulmrsquos grass sea
uickly converted into the sands which make up the lands of
he Bright Desert today
Tostenhca was a military protectorate under the leadership
f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences
nd craftsmens ship that could rival those of dwarven and
nomish races They also saw the height in taxation that was
trictly enforced by Keraptis regime Keraptis made good on
is threats to those who failed to follow his strict tyrannical
rders Though the city saw its greatest success under
Keraptis rule His over taxation and cruelty were ultimately his
downfall the people revoked and under the leadership of
High priest Gethrun Shoiraine destroyed the wizard hiera
and laid siege to Keraptis keep Defeated Keraptis ed to
south with his gnomish minions
Three hundred years later Keraptis would enact his reve
using the power from the Null Enigma found under W
Plume Mountain Keraptis cursed Tostenhca Which lea
the death of Tostenhcarsquos inhabitants Tostenhca was lost
forgotten save for the rumors of its gold laden rooftops
unsurpassed wealth Many an adventurer has meet their
searching for the lost wealth of Tostenhca Where on
proud and striving Flan nation stood only a cursed and ko
infested place remain Now referred to in the cold tongu
Skrellingshald ldquothe cursed Flan holdrdquo
Veralos the Lost Citadel of the Flan was a fortress
upon the edge of the Rift Canyon in ancient times and
fealty to the wizards priests of the Isles of Woe Elite scho
artisans and mystics from all walks of life where sent he
develop their craft for the betterment of all Flan-kind Tho
the wizard priests of the isles of Woe were well entrenc
into Veralos social structure Little discovered behind
fortied walls escaped their attention Well after The Isle
Woe plunged beneath its watery depths into oblivion Ver
continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel
a sleeping power from within the Rift that would crum
the hidden citadel and its people for all time Even with
successful foray initiated by the company of seven M
scholars believe Veralos to be just another myth surroun
by an uninhabitable region of the Flannaes
The ldquosurvivalist instinctrdquo is forever present within the m
and hearts of the Flannae peoples and they nd ways to
exist in their lands regardless of their circumstances
nations of pure Flan decent survive these days save the Ro
of the Barren and Tenha The Wolf nomads The Sheldo
Valley Perrenland and the Theocracy of the Pale are p
that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o
human cultures cementing part of their religious and cul
inuences amongst them all
A great many Flannae grow-up to become farmers herd
druids bards rangers and mages of renown Being inst
from early childhood with a profound respect for natur
all its forms Flannae have studied the aspects of nature
their place in it at one time or another Most Flannae h
at least a rudimentary understanding of farming herd
animal husbandry agriculture geography and wea
patterns Many Flannae plant a tree in front of their home
in a garden where they have easy access to As long as
tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of
luck and one should pick up and leave the place behind th
The skill of manufacturing leather and wooden crafts is
highly respected among the Flannae peoples Many a Flan
crafted a ute from a branch that had fell during a st
Tanning was and still is a common practice of many Flan
people The hides are highly prized for use as clothing
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
8162019 Oerth Journal 27pdf
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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18
rmor A naturally peaceful people skills such as dancing and
inging are often manifested in Flannae from all walks of life
RELIGIONThe Flannae peoples seem to have a particular fondness
or gods representing nature The Flannae Pantheon mostly
onsists of gods from the Old Faith With Beory and Obad-
Hai being the gods most commonly associated with the old
aith Over the years dierent cultures have altered the
riginal gods associated with the Old Faith save Beory and
Obad-Hai who are always present among their number The
riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn
ord Incabulos (in some Flan cultures he is replaced by the
oddess Berei) and The Lord of Winter Nerull Originally all
were neutral aspects though Incabulos became associated
with plagues and suering making many followers of the old
aith wish for the Lord of Winter to end their suering As such
very winter Obad -Hai is slain by the lord of winter It is the
ord of spring that releases Obad-Hai from the summer tree
He has Berei assist him with the burial of Obad-Hai Where he
s buried Mother Beoryrsquos tears revive him and a young sapling
rows which drops the fruit that hatches a young Obad-Hai
nce again in the spring By the summer he is fully grown and
trong the Stag King leading the wild hunt against those that
would dele nature During autumn he grows into a weathered
ld man waiting for the winter lord to slay him once again
There is a belief amongst the Old Faith that should Pelor fail
o bury Obad-Hai after seven days He will be gone forever
nd Oerth will forever be plunged into an eternal winter
The Flannae Pantheon consists of Allitur Beory Berei
Boccob Celene Earth Dragon Ehlonna Grummush (amongst
he early Flan he was thought a chief rival of Obad-Hai in
he old faith he was once known as the autumn lord and
was replaced by Incabulous after he established himself as
he chief patron of the orcish pantheon)Obad-Hai Pelor
ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and
Zodal
Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are
he primary recipients of Flannae worship in the Flannaess
hough all the gods of the pantheon receive varying amounts
f veneration token though they may be Many others
ave lost a direct association with the Flan pantheon and
re not mentioned here Though in truth about 90 of the
lan pantheon is considered part of the common pantheon
f gods As the oeridians stopped worshipping Sol and have
ully adopted Pelor into their pantheon of gods Beory is
onsidered the mother of the gods and only in the baklunish
west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the
most diminished of the human races currently bordering or
ccupying the Flannaes However they have cemented their
ustoms and traditions into every human species they have
ver come across Most notable of them all are the Oeridians
nd to a lesser extent the Suloise people
PROFESSIONS AND SKILLSThe Flannae have developed many and various skills
the centuries and in that time those professions and s
have changed little regardless of their location upon the O
-- as such all Flannae characters gain a + 2 racial bonu
two of the following skills Knowledge (nature) Knowle
(geography) Knowledge (the planes) Survival Ha
Animal Profession (tanner) Profession (animal breed
Profession (grain farmer) Dancing Singing or Ride T
skills are considered Class Skills for all Flannae character
Flannae characters are so attuned to nature that many
learned languages common amongst the fey races As
Flannae characters may take the Sylvan tongue as secon
language
The ancient Flannae also dwelled and worshipped dem
like they do gods these days Many have learned the Aby
tongue of demons and a few have learned the infe
languages of devils as a secondary language Note D
may require one of the following feats to be taken (Tai
Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o
to explain where the character has developed their knowle
of these languages
Flannae characters hailing from nations within the Sheldo
Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla
are exposed -- or have been exposed -- to atrocities dea
them by giants or other creatures driven from their home
an invasion of giants
FIGHTING STYLESThe ancient Flannae peoples where associated with prim
ghting styles few of which see use today Many Flan
where accomplished horsemen Most preferred to ride
their opponents armed with spears and axes Some ca
sickles to sacrice their enemies to the old gods Archery
horseback saw some usage mostly among the Itari and
by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we
maintaining their lands
In Geo and Sterich many of the Flan in these nations
adopted the sword as their main weapon While it se
this tradition was inspired by the oerids of these lands
Flan embody the spirit of their ancient brethren by run
headlong into battle naked armed only with their swords
handed weapons have also become common place as
tend to be more useful in damaging the giants which
these lands Long-bowmen have just begun to see m
usage as they allow one to keep a long distance from t
enemy short-bow use is more common especially when ri
horseback
The Wolf nomads favor the spear throwing axe and
their ancestors used in battle Some carry a spiked lea
gauntlets or the punching dagger and curved blades of t
baklunish ancestors alongside their wolf companions
In Perrenland polearms see much use especially amo
the mercenary companies Mercenaries from Perrenland
highly valued in the armies they serve Their ability espec
8162019 Oerth Journal 27pdf
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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19
n defense measurements are highly sort after Shortswords
xes spears shields and hunting knives are also common
lace with crossbows seeing little use in this region The most
killed pikemen and halberdiers are often from Perrenland
Having pushed back many a marauding army Most military
men in Perrenland learned their craft as mercenaries Fighting
n the opposite sides of warring parties However it is the
are mercenary who fellrsquos one of his kin This has served them
well when being hired to route fellow countrymen from the
pposing army ranks Only to nd them bolstering the ranks
f the mercenary army sent to dispose of them
One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra
urden of heavy armor and few would don any armor that
weighs more than forty pounds
Naval combat is something most Flan nations these days
now little about Many of their nations do not border large
odies of water capable of supporting naval units In ancient
mes the Isles of Woe and Caerdiralor supported naval units
Ahlissa presumably had the largest naval unit of all Flan
ations Though they also saw little usage as naval combat
was not as advanced as it is now in present day Oerth Instead
most naval units merely supported the transportation of
roops Perhaps naval units were more commonplace when
he Pomarj was a heavily populated Flan nation Though as
ar as historians can tell this area was populated by primitive
solationists who later were absorb into the migrating Suel
opulation Eventually only traces of Flan culture exist With
ltars and shrines devoting worship to the earth dragon
aramount among these ndings
The Flan present in the Theocracy of the Pale have been
bsorbed into the Oeridian way of life In truth little of their
ways exist in the Pale these days Many of their ghting
ormations and weapon usage mimics those of their Oeridian
rethren
RACIAL FEATSThe following is a list of racial and heritage feats that an
lannae character may take as hisher bonus feat
While some Flan from all walks of life are imbued with the
lood line of Caerdiralor You have a stronger connection
raced back to a mixture of the Sulmi bloodline with the
urvivors who ed the doomed nation when they crossed the
Sea of Gearnat
Benet A Caerdiralor Flan receives a +2 to saves against
pells from the necromantic school of magic If they have the
bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic
Special You may only take this feat as a 1st-level character
You are a descendant of the ancient Itari Flan whose forward-
hinking permitted them access to the ways of Vathris the
B C[H]
B I [H]
B D [H]
B R R [H]
maker
Benet An Itari Flan receives +2 skill bonuses to both
Knowledge (nature) and Diplomacy skills The character
easily sway someonersquos reaction by two categories for e
successful Diplomacy roll
Special You may only take this feat as a 1st-level chara
The characters Diplomacy score must be equal to or gre
than the characters level he is trying to persuade Other
the characters Diplomacy can only improve reactions rol
one category
You are a descendant of the Durha Flan some of the m
backward thinking and barbaric of the Flan people
Benet The Durha were some of the most determ
warriors However determination and skill are two die
things As such these characters gain 1 extra hit point
character level
Those with this bloodline may remain active at less
zero hit points with a successful Willpower save with a
DC of 12 plus the amount of damage suered below z
Example Fleg was struck by a club bringing his hit point
to - 3 hit points Fleg wills himself to maintain ghting on
rolls a 16 for his Will save to overcome his wounds S
Fleg is at -3 hit points he needed a 15 to remain active
remains active and is not struck again in combat Howeve
now requires a successful Willpower save DC 16 to cont
ghting as he cannot become stable while remaining activ
combat
Special You may only take this feat as a 1st-level chara
You are a descendant of the RhughaRonhass Flan While
Rhugha and the Ronhass were both intimately related to
other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron
were skilled horseman only because they were as stubbor
the mules they trained and lived with
Benet A RhughaRonhass Flan receives a +2 compet
bonus to their Ride skill (horses) and Handle Animal
(horses) They also receive a +2 to saves against spel
abilities to charm or enthrall them Spells that control emot
can aect them if it induces anger
Special You may only take this feat as a 1st-l
character Diplomacy is never a class skill for a character
this bloodline Diplomacy is treated as a non-class skill
receives all the limitations of a non-class skill for those
this bloodline regardless of which class they belong too
You are a descendant of the Sulmi Flan The ancient S
were always very ambitious determined to complete a tas
matter the cost This endearing trait led them to incorpora
the teachings of Caerdiralor into their society However s
B S [H]
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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20
ure strains of this bloodline exist
Benet A Sulmi Flan receives a +4 insight bonus to any
kill roll once per day This does not guarantee success but
hows there determination in completing a task
Special You may only take this feat as a 1st-level character
The DM should penalize characters with this feat who give up
task too often or too easily
You are a descendant of the Truun Flan Much like the Rhugha
Ronhass the ancient Truun were skilled horsemen that
ttacked in large groups However the Truun did not share
he stubbornness their Rhugha and Ronhass brethren were
amous for
Benet A Truun Flan receives a +2 competence bonus
o their Ride skill (horses) and Handle Animal skill (horses)
A Truun that makes a successful Ride skill check in combat
lso receives a +1 competence bonus to attack rolls while on
orseback
Special You may only take this feat as a 1st-level character
You bear the mark of Demogorgon prince of all demons
Benet A character with this feat can telepathically
ommunicate with a creature in close range (25ft) much
ke a detect thoughts spell A targetrsquos successful Willpower
ave prevents you from reading its thoughts the save DC
=character level + 2 + highest non-physical attribute bonus
Intelligence Wisdom or Charisma]
However you also receive telepathic signals from all demon-
ind The latter is never at ease You struggle to control
he telepathic communication from demons a successful
Willpower save (DC demonrsquos hit dice + charisma bonus) is
equired whenever the character wants to actively block out
his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2
enalty on attack rolls saving throws skill checks and ability
hecks) until a successful Willpower save is made Because
he character has a volatile nature he gains a +2 insight
onus to all Intimidate skill checks and his telepathic link with
emon-kind grants him a +2 insight bonus to his Knowledge
the planes) skill checks Because the character is telepathic
e gains a +1 insight bonus to all initiative rolls
However the character always exudes a faint evil aura due
o the mark regardless of the characters actual alignment
Special You may only take this feat as a 1st-level character
You were born with a slightly forked tongue granting greater
ptitude with magic
Benet A character with Mokrsquoslykrsquos Tongue gains +2
ompetence bonus to either his Knowledge (arcana) or
Spellcraft skills The character also gains a +1 to their caster
evel when overcoming resistance for spells cast with a verbal
B T [H]
M S B [H]
Mrsquo T [H]
O A [H]
O F [H]
T T [H]
T T [H]
V T [H]
component
Special You may only take this feat as a 1st-level chara
You share some ancestry with those that lent their ma
might to the defense and expansion of Vecnarsquos Occlu
Empire
Benet Vecnarsquos Occluded Empire was well known fo
use of dark and secretive magical might As a descen
of this region you receive a +2 competence bonus to
Knowledge (arcana) and Knowledge (the planes) skills
Special You may only take this feat as a 1st-level chara
While many modern day Flan follow many faiths you fo
the ancients ways of your people
Benet A character with this feat receives a +2 compet
bonus to their Knowledge (religion) and Knowledge (nat
skills
Special You may only take this feat as a 1st-level chara
must follow Old Faith
You bear the taint of Tiamatrsquos followers
Benet A character with this feat has slightly scaly
that is noticeable by touch only and gains a +1 natural a
bonus They also gain a +4 resistance bonus to one of
following energy types acid electricity re or frost
Further the character also receives a +2 insight bonus t
Sense Motive checks to detect malicious intents or auras
as an evil spell or power register
However the character always exudes a faint evil aura
to the taint regardless of the characters actual alignmen
Special You may only take this feat as a 1st-level chara
You bear the artice and skill the the Tostencha people w
famous for
Benet This character may add +2 to one Craft sk
their choice The character also gains a +2 to their Appr
skill checks
Special You may only take this feat as a 1st-level chara
You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any
Knowledge skills and add a +2 competence bonus to t
skills or they make take one non-class knowledge skill
use it as a class skill without any penalty for skill improvem
cost
Then there are those who follow the teachings of Vathr
the god of lost causes and revenge These latter charac
8162019 Oerth Journal 27pdf
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
8162019 Oerth Journal 27pdf
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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21
eceive a +2 to saves against poison or magic that would
ring them death or below zero hit points They also stand a
0 chance of becoming stable when brought below zero hit
oints instead of the normal 10 chance of most people
Special You may only take this feat as a 1st-level character
You are exceptionally skilled and versed in the workings of
he world
Benet A character with this feat gains 4 extra skill points
t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class
Also Knowledge skills can be increased by one more point
han usually allowed per character level A rst level character
with this feat may have a Knowledge skill with up to ve ranks
t rst level
Special You may only take this feat as a 1st-level character
V S I [H]
The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4
T F P
Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a
hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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23
PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged
traightforward and pragmatic Oeridians are taught from the
arliest age to respect authority and those who bear arms
Their interests lay in exploration hunting ghting and empire
uilding The history of their people give them right to boast
Oeridians are prone to take charge in dicult situations and
et they respect their superiors and sacrice for the good of
whatever cause or group they believe in Oeridians are known
or their enjoyment of songs celebration physical games
nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly
egarded by other races
There are three prominent Oeridian tribes The Aerdi best
nown for establishing The Great Kingdom The Nyrondal
f the Kingdom of Nyrond and the Vollar of the Prelacy of
Veluna are the other two prominent tribes of Oeridians Other
ribes do exist -- or have existed -- but they have become
ntermingled with other cultures
The Kingdom of Furyondy has a signicant Vollar presence
n its border with the Prelacy of Veluna however the Vollar
n both sides of the border have intermingled extensively with
he other peoples of these nations
The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of
he Flannaess but is now but a shadow of what it once was
aving splintered into two separate and distinct kingdoms
North Kingdom and The United Kingdom of Ahlissa Neither
f these current kingdoms is in control of the former capital
f Rauxes Decades of inghting magical atrocities and the
ramping of undead armies across the land have devastated
he area around the former capital
Most Oeridians now living in these lands tend to be less than
traightforward compared to their brothers in other lands
eing much more conniving and preferring to avoid direct
onict They seek instead to manipulate their adversaries
uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This
ttitude has served to lessen both the military presence and
nuence of the Church of Hextor
The Kingdoms of Furyondy and Nyrond as well as the former
Shield Lands are able to boast Oeridians of purest blood
Though the Shield Lands have been overrun by the forces of
uz the Oeridians still living there show real determination
nd the erce spirit of the race The Oeridians in these lands
ontinue the struggle against the occupying forces of Iuz the
nly exception being the Oeridians of Nyrond
The Oeridians of Nyrond mirror the condition of the Kingdom
tself they are poverty stricken This situation leaves them in
very poor position to wage an oensive war against the ldquoOld
Onerdquo However the Oeridians of Nyrond remain ever vigilant
f the Old Onersquos designs on their territories and are prepared
hough their stance must be defensive in nature
The ldquowarrior coderdquo is forever present within the minds and
earts of the Oeridian peoples and they nd ways to defend
heir lands regardless of their circumstances Defensively
uryondy is currently in the best shape of all the Oeridian
nations due to their being aided in securing their border
their Velunese neighbors In addition the Church of Heiron
has an ever growing inuence amongst the Oeridian peo
in these two nations and the Priests and Paladins of His ch
are highly regarded by the peoples of these two kingdom
The Oeridian peoples have learned to work well with o
human races and nowhere is this truth more evident tha
the Sheldomar valley and the Kingdom of Keoland In Keo
a minority of Oeridian and Suloise nobles enjoy a peaceful
over a Flannae majority
In the Prelacy of Veluna a considerable populatio
intermingled Oeridian and Flannae peoples also live toge
peacefully Rao serves as this nationrsquos chief deity but
church of Heironious is also well represented on the nat
Theocratic Council The Oeridian peoples of Keoland
Veluna are much more in control of their emotions then
their brethren in other nations and are therefore less like
fall prone to the more traditional overreaction of Oeridian
A great many Oeridians grow-up to become warriors B
instilled from early childhood with a profound respect for
and women of martial prowess most Oeridians have studie
least one melee weapon by the time they reach adulthoo
The skill of manufacturing weapons and armor is also h
respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are
naturally nimble people acrobatic skills such as dancing
tumbling are often manifested in Oeridians from all walk
life
RELIGIONThe Oeridian peoples seem to have a particular fondnes
martial gods The Oeridian Pantheon boasts no less than t
Gods of War and Battle Heironious Hextor and Stratis
is believed to be dead
All three war gods were mothered by Stern Alia God
of Motherhood Culture and Law three precepts which
important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St
was dominant in their ancient homeland which they be
was in western Oerik Some Oeridians still worship this fa
deity and repeat a legend associated with His death
whispered that at His death Stratisrsquo blood burned its
through the Oerth down into the Underdark and exposed
passageway to the drow settlement of Kalan-Grsquoeld Str
blood then turned into mists and still oats around
Underdark in clouds It is said that anyone touched by th
clouds is gifted with a portion of Stratisrsquo divine spark
The Oeridian Pantheon also consists of Bleredd Celes
Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku
Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri
collective name for the Oeridian agricultural gods Veln
Telchur Atroa Sotillion and Wenta
Heironious Hextor Fharlanghn Pholtus Pelor and Zil
are the primary recipients of Oeridian worship in the Flanna
though all the gods of the pantheon receive varying amo
of veneration token though they may be
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
8162019 Oerth Journal 27pdf
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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25
s another matter entirely If not for the considerable size of
heir eets these nations would be in serious trouble given
hat this is the one area in which the Suloise have bested
hem
The Oeridians of the former Great Kingdom prefer to ram an
nemyrsquos vessel and board them with marine units since their
and to hand tactics are superior to that of their opponents
However their naval tactics prove a contradiction in this
egard as Oeridian ships are built for strength rather than
peed and ranged combat seems to be the most eective
method against the Suloise vessels
The Peace loving Oeridians of Veluna have ample amounts
f military units cavalry infantry and archers However these
Oeridians prefer bludgeoning weapons Veluna is also known
o have the only man-catcher unit in existence While no
ne has yet seen it used on the eld of battle it is rumored
hat these units were responsible for quelling the upheavals
n the disputed lands of Bissel The man-catcher unit serves
mainly as an honor guard but gives frequent demonstrations
f its great prociency in the non-lethal use of their weapon
Although swordsmanship is practiced in Veluna it is viewed
rimarily as a sport rather than an instrument of war
RACIAL FEATSThe following is a list of racial feats that an Oeridian character
may take as hisher bonus feat
You have studied many dierent Aerdi styles of warfare
ranting you a mastery of the battleeld
Benet A character with the Aerdi Bloodline feat gains a +2
ompetence bonus to Alertness checks and a +1 competence
onus to hit with spear or short sword
Special You may only take this feat as a 1st-level character
You have exceptional skill on mounts and with Nyrondal
anged combat tactics
Benet A character with the Nyrondal Bloodline feat
ains a +2 competence bonus to Ride skill checks and a +1
ompetence bonus to hit with a rapier or bow
Special You may only take this feat as a 1st-level character
You are known for your scouting skills and defensive ghting
actics
Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and
+1 dodge bonus to their AC
Special You may only take this feat as a 1st-level character
A character must choose either Spot or Survival skill bonus at
st-level
B N [H]
B A [H]
B V [H]
C S [G]
D R [H]
H [GB]
You are skilled in battle and can sense when combat is a
to ensue
Benet Before combat begins a character with this
can make a wisdom check (DC 10+ frac12 opponents hit dice)
if successful the character gains a +2 insight bonus to t
saving throws or Armor Class either which can apply
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters need to meet a prerequisite to a
this feat a wisdom score of 13 or higher
You are nimble in battle and many of them study how to a
blows
Benet A character with this feat gains a +2 dodge bo
when not using armor or shields of any kind The chara
must have a weapon in his hand for the feat to work
Special You may only take this feat as a 1st-level chara
Non-Oeridian characters can take this feat but the prerequ
is a Dexterity score of 13 or more
You have toughened your body to the point where they s
able to turn blades aside during battle
Benet A character with this feat gains a damage resista
of 2
Special You may only take this feat as a 1st-level chara
must take either Endurance or Toughness as a prerequisi
this feat
You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta
they may rage like a barbarian of equal level The chara
receives all bonuses and penalties associated with ragin
noted on page 25 of the 35 edition of the PHBThe chara
receives all bonuses and penalties associated with raging
noted on page 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level chara
Oeridians from Veluna cannot take this feat
You can be quite intimidating when you have to be
Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi
someone a second time even after an initial intimida
check has failed but without the +2 bonus on the sec
attempt
Special You may only take this feat as a 1st-level chara
O R [H]
O P [H]
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
8162019 Oerth Journal 27pdf
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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26
O G [H]
O S [H]
You have a greater aptitude towards grace and maneuverability
Benet A character with this feat gains a +2 competence
onus to all Balance and Tumbling skill checks
Special You may only take this feat as a 1st-level character
Your ghting spirit shows your resolve when the end is nigh
Benet A character with this feat gains a +2 competence
o hit and damage but only when reduced to less than 20
f his hit point total
Special Oeridians who are members of the following
lasses may choose this feat Barbarians Rangers Paladins
Warriors and Fighters Fighters can gain this feat at rst level
A character may gain this feat after choosing the Endurance
nd Die-hard feats
You are well versed in many ghting styles However you
refer a less lethal approachBenet A character with this feat can use any blunt object
r bludgeoning weapon to cause non-lethal damage to his
pponent Weapons used in this way do half damage All
amage inicted in this manner is non-lethal
You have mastered the art of non-lethal damage
Benet As Sub-dual Focus above only the weapon does
ull damage all of it being sub-dual
Special Oeridians from Veluna taking Sub-dual Focus get
Greater Sub-dual Focus for free Other characters are required
o spend a second feat for Greater Sub-dual Focus
You have honed your skills in the subtle arts eschewing any
warrior instincts for a more deceptive approach
Benet A character with this feat receives a +2 competence
onus to both the Blu and Sense Motive skills The character
s equally adept at lying and discerning a lie
Special You may only take this feat as a 1st-level character
Only those characters from Ahlissa and North Kingdom may
ake this feat
S- F [G]
S- F G [G]
S [H]
T O P
Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti
Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves
Zilchus (LN god of power prestige inuence monbusiness)
Crsquo
C
G
T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073
8162019 Oerth Journal 27pdf
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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27
RACES OF OERTH
The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak
The Rhennee rmly believe they are from another world
nown as ldquoRhoprdquo In truth Rhop was a large island continent
ar removed from the Flanaess The distance is so great that
t could easily lead anyone to believe that Rhop was anotherworld
Natural talents possessed by the Rhennee strongly suggest
o scholars that the Rhennee have lived on or near large
odies of water for the racersquos entire existence Some sages
elieve that Rhop was ndash in reality ndash some type of ldquoElder
Beingrdquo possessed of supernatural powers and quite possibly
esembled some type of turtle-like creature Such a Being
would of necessity have been quite large possibly measuring
ome ve miles in radius Sages believed that either some
xternal ldquoforcerdquo removed the Rhennee from their living island
aradise or else this ldquoIsland Beingrdquo itself sent them away
While there is some debate upon the subject most sages
gree that the Rhennee are native to Oerth Sages also agree
hat after leaving their island home the Rhennee traveled to
he Flanaess and settled in and around the Adri Forest But
enturies ago they were driven out of this area as well -- by
he invading Oeridians
On the whole the Rhennee are still a young race Having
nally found their own niche within the societies of the Flanaess
eems to have caused their civilization to ourish especially
pon the Selitan river and the Nyr Dyv What happens to the
ace next remains to be seen
The Rhennee themselves have taken a generally neutral
pproach to their neighbors refusing to involve themselves
r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have
sed them for a variety of transportation services including
he delivery legal and illegal goods
Whether or not the legend of Rhop being some other world
s true or not one thing is certain the Rhennee people are not
eaving the Flanaess anytime soon
APPEARANCEThe Rhennee are often tan or olive skinned humans T
tend to be shorter than other human races and often stoc
displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w
between 140-175 lbs while female Rhennee average betw
4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co
are most often blue gray or hazel although green eyes
not unknown Their hair color is often black or dark bro
Curly hair is most common but wavy hair is not unknown
PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated
secretive most Rhennee have little regard for the other hu
races
Having been ostracized by the majority of human ra
Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp
and it is very rare to nd one amongst the Rhennee for
great length of time To the Rhennee nothing is more impor
than family and regardless of personal dierences it is ta
to go against the family and side with a Gajo
The Rhennee live almost exclusively upon the waterw
of the Flanaess making their homes on large barges A s
sect of Rhennee ndash known as the Attloi ndash travel in caravan
the area of the Adri Forest where many believe the Rhen
made their rst appearance in the Flanaess The majori
Rhennee reside in the central Flanaess remaining close to
Nyr Dyv which serves as a central focus for these people
Most other races of the Flanaess often consider the e
race of Rhennee as criminals and thieves While it is true
many Rhennee excel in the roguish arts relatively few
out right criminals The conict lies in the fact that to
Rhennee things which are considered the property of G
are actually considered ldquopublic propertyrdquo by the Rhennee
The Rhennee believe that if you cannot carry the item u
your person then it is open to public use To be fair even am
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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28
hemselves the Rhennee practice this belief The exception to
his is items placed into a roped circle This practice dictates
hat the items should not be touched or removed The number
nd sequence of knots tied into the rope will show any and all
ust who it is that claims the roped property as their own
The Rhennee culture is very chauvinistic Males are the
eaders and may carry on their barge just as many wives as
hey can aord It should be noted however that each barge
r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda
cts as an advisor and a councilor to the leader in all of the
amilyrsquos aairs The Verda also serves as the tribersquos healer
nd herbalist She predicts the weather and sells fortunes to
he Gajos While male nobles rule the tribe none of them will
ontradict the Verda of their tribe
Interestingly Rhennee women must remain virgin until their
marriage while males are encouraged to take many lovers
But if a woman is found to have had sex before marriage she
s then forbidden to ever marry and must become a prostitute
r ldquoAuntardquo to the tribe Such a woman is often given a small
essel separate from the barges and is only welcome aboard
barge when she is servicing the Rhennee males on it
This custom seems strange to others given that most
Rhennee males will quickly start a ght if they believe that
Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for
he privilege of a night with one of these women For these
easons and others an Aunta is much more likely to leave the
arge-folk and seek a new life amongst the Gajos
All Rhennee are known to fear sickness child birth and
eath Since all three conditions are considered taboo If
Rhennee person is sick they are left with the wise women
f the tribe ndash the Verda ndash and no one will even visit with the
ick individual until the Verda deem it safe to do so If the sick
annot be cured or if there is the fear of infection then the
ick are sometimes simply cast out This rejection of the sick
n order to protect the tribe is considered even to out way any
amily tiesWomen who give birth must remain in seclusion with the
Verda for 40 days and 40 nights During this time no male
may see her she cannot even return to her husband until this
eriod is over The newly born child may be brought before
he father by the wise women but it is common place that the
hild is usually not seen until the wife returns to her husbandrsquos
ide
Women who give birth to an exceptional number of male
hildren have considerable authority within the tribe Age and
xperience also play an important role in Rhennee society For
xample older females possess considerably more power and
nuence than do younger woman within the tribe
Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become
Vethardquo sorceresses who are endowed with the powers of
Rhoprdquo Women who attain this standing ndash but are not actually
Verda ndash are now treated as though they were while actual
Verda who develop the Vetha abilities are considered nearly
divinerdquo in nature and are given a great range of freedoms in
egards to tribal aairs
Death by any cause is something that all Rhennee fear
For the barge-folk the deceasersquo body must be lled with
or sand and then wrapped in linen and cast into a large b
of water The Attloi on the other hand bury their dead
very often mark the grave as the site of a great evil Pries
Death Gods and Goddesses are greatly feared and consid
repulsive to the Rhennee peoples as are Necromancers
Though predominantly rogues all Rhennee males bec
adept with weapons and the most accomplished of t
become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe
warriors and enforcers Both elder males and the Darkha
are second only to the chieftain of the tribe
Rhennee earn most of what little income they have prim
through the transportation of goods and passengers altho
hunting shing trading and craft-work also play a role A
Rhennee are excellent Tinkerers though their reputation
such work may vary widely Sadly some Rhennee do pref
steal from the Gajos in order to make a living and this re
poorly on the race as a whole though Rhennee will not s
from each other
The Rhennee practice no known religion or at the le
no Gajo is aware of any formal Rhennee religion Wate
respected and honored by all the Rhennee so much so
the barge-folk have been known to clean dirty waterways
to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen
will willingly pollute a water source
Rhennee males like to wear tight-legged pantaloons l
tting shirts and leather jerkins Females wear long ow
sleeveless dresses with low-cut tops so as to entice t
males Rhennee women also like to wear charms made
mollusk shells and precious stones that are found near
the water The more colorful these garments and adornm
are the more they are liked by the Rhennee though b
and greens are easily the most popular colors
RELIGION
Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and
basis of their religious beliefs This thinking is reinforce
the practice among the Rhennee of ldquoVethardquo where som
their women are endowed with the sorcerous powers of
ldquoRhoprdquo
In the last few centuries some of the Rhennee
begun worshiping the elemental forces of water Still ot
participate in the sacricial rites of demonic and devilish c
Some of the Rhennee have even taken up the worship of s
Deities of the air though such Rhennee are few
Among the land dwelling Attloi some have taken up
service of Gods more commonly worshiped in the Flana
these include Fharlanghn Olidamarra and Istus Still
are those few who worship Celestian and Pelor
PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and
these skills as their trade Rhennee are taught from birt
swim and some are even conceived in the water
All Rhennee characters gain a +2 racial bonus to the ski
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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29
f their profession (Boater) and swimming These are
onsidered class skills for all Rhennee characters Rhennee
haracters also have an innate ability for sleight of hand and
eceive a +2 bonus to this skill as well But they suer a ndash2 to
ll Diplomacy checks when dealing with other human races
Crafting hunting and shing are very common among the
Rhennee people They are also adept at preparing some of the
nest seafood dishes in all the Oerth
The land based Attloi keep horses and pack animals and use
hem to pull their wagons and haul their goods The Attloi are
killed performers excelling at dance wind instruments and
inging For this reason Attloi characters receive a +2 bonus
o animal handling and a +2 performance bonus in one of the
kills listed above
Like their waterborne brethren Attloi characters also excel
t sleight of hand and receive a +2 bonus to this skill But
hey also receive a -2 penalty to Diplomacy checks whenever
ealing with the other humans races The Attloi are skilled
raftsman and leather workers and make some of the nest
eather armor and goods to be found in the Flanaess
FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing
hey have to an army are the Darkhagard warriors who guardheir barges
Most Rhennee focus on martial skills which favor thrown
weapons single weapons dual weapons or a two handed
weapon style Wrestling and sticus matches commonly take
lace among the Rhennee people
Some Rhennee have developed a rope ghting style which
s used to trip bound or to escape an opponent This ghting
tyle is defensive in nature and is often used by older males
nd a few of the females among the barge-folk though it is a
much less common ghting style among the land based Attloi
The Rhennee have also developed a special racial weapon
alled the ldquoDarkhardquo This special weapon will only be found in
he possession of a tribal chief or his Darkhagards
RACIAL FEATSThe following is a list of racial feats that a Rhennee character
may take as hisher bonus feat
You have developed a sense for locating and spotting water in
ny quantity
Benet You receive a +2 competence bonus to Survival and
Knowledge (geography) skill checks Further you can obtain
p to two gallons of fresh water with a successful Survival skill
heck and up to two more gallons of water can be obtained for
very three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
Surprisingly more Attloi obtain this feat then Rhennee maybe
nes presence around bodies of water limits a knack for this
bility
You spend a great deal of time in the water and have impres
swimming skills
Benet You are able to hold their breath under water
number of rounds equal to three times your Constitution S
before suering any ill eects You receive a +2 compete
bonus to all swim skill checks
Special You may only take this feat as a 1st-level chara
Attloi cannot take this feat
You have a knack for catching large amounts of sh and o
aquatic game
Benet You receive a +4 competence bonus to Surv
checks when shing hunting aquatic game or gathe
aquatic plants
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but it should be noted
these cases are rare
You can communicate with all fresh water aquatic creatur
Benet So long as you do no harm to them or t
environment You can communicate with any fresh w
aquatic creatures including (crustaceans frogs and turt
Even if charmed both you and these creatures are giv
save in order to avoid the suggestion
You will not consume or harm any crustaceans or tu
like creatures nor will the character allow these creature
come to harm
If you are a Rhennee spell caster able to summon w
elemental creatures you may do so for twice the no
duration with zero chance of the elemental successrebelling against you Any water elemental summone
oppose you is twice as likely to rebel against its summ
and the duration of the spellrsquos eect is halved
Special You may only take this feat as a 1st-level chara
Some Attloi can obtain this feat but instances are
common
You can see things beyond the limits of most mortals and h
a strong sense of your surroundings
Benet You receive a +2 competence bonus to all Initia
rolls and Spot checks On a successful Spot check (DC 30)
can sense where invisible creatures or objects are loca
but you cannot actually see them (Example A mage c
invisibility on himself prior to combat Without knowing h
there you make a successful Spot check You get a sens
where the invisible mage is but you cannot actually see
invisible mage)
Special You may only take this feat as a 1st-level chara
F W [H]
D [H]
R B [H]
K F [H]
S S [H]
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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30
While much more prominent in females this feat is not
mited to them alone
Travelers Trade [Heritage]
You are ever on the move for the roads are your home
Benet You receive a +2 competence bonus to all Handle
Animal and Ride skill checks when dealing with any animal or
ehicle used in a caravan While traveling you also receive a
+2 competence bonus to all Survival skill checks
Special You may only take this feat as a 1st-level character
Rhennee cannot take this feat
Water Walker [Heritage]
You have a knack for operating barges and traversing your
essel through perilous waters
Benet You receive a +2 competence bonus to their
rofession (boater) skill and a +2 circumstance bonus to
etect weather and weatherrsquos eects on water conditions
while piloting their vessels
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
Contact with water rejuvenates and sustains you
Benet If you stand at least in knee deep water you
atigue at only half the normal rate In addition if you engage
n no strenuous activity while in a body of water you recover
it points equal to your Constitution bonus +1 for every three
ours in the water You may also hold your breath for a number
f rounds equal to twice your Constitution Score You must
ubmerge yourself in water for at least one hour each week
r he will begin to suer fatigue at twice the normal rate
Special You may only take this feat as a 1st-level character
Attloi cannot take this feat
You are more sensitive to the forces of nature often feeling
minor changes in the weather and environment which are
ometimes undetectable to animals
Benet You receive a +2 competence bonus to Survival
nd Knowledge (nature) skill checks You may predict weather
hanges up to six hours in advance including changes in
emperature Further with a successful Survival skill check
ou can predict the weather and up to two more hours more
or every three points the Survival check succeeds by
Special You may only take this feat as a 1st-level character
While much more prominent in females this feat is not limited
o them alone
T T [H]
W W [H]
W W [H]
IN SEARCH OF HOME
ldquoWe are the children with no landrdquo
ldquoForced to live in the unknownrdquo
ldquoWe sail this worlds waterwaysrdquo
ldquoIn search of yesterdays embracerdquo
ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo
ldquoShow us your unfurling facerdquo
ldquoWe are use to your disgracerdquo ldquo
You will one day atonerdquo
ldquoWhen we children return homerdquo
-Made famous by Artoli Medni
Rhennee bard
8162019 Oerth Journal 27pdf
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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31
The Suloise peoples had their origins outside of the Flanaess
South of the Crystalmist Mountains and west of the
Hellfurnaces
Many Suloise ed to the Flanaess to escape the constant
SuelBaklunish wars which eventually lead to the magical
evastation of their homeland These Suloise migrations
elped to displace many of the Flannae from their homelands
esulting in the Flannae being scattered far and wide
The ancient Suloise have passed on many of their traits to
heir descendants for good or bad Centuries ago the Suloise
oasted one of the greatest empires ever known to mankind
They learned the arts of sorcery and civilization from the
Olven-folk but in time the Suloise peoples surpassed even
heir Elven teachers in the manipulation of magic and used
his knowledge to forge the greatest empire of their time ndash the
Suel Imperium But they rejected the Elven peoplesrsquo warnings
bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies
The ancient Suloise were totalitarian in demeanor and
nslaved many peoples and races All peoples fell to the will
f the Suloise Imperium except for the ancient Baklunish
mpire The Suloise Imperium relied heavily upon magic and
t helped forged their empire Their magical experimentation
ead to the creation and engineering of altered races races
reated for the sole purpose of serving the empire
One of the most well known of these created races is the
Derro Many dwarves claim that the Derro existed long before
he Suel experimented on their kin and it is rumored that
he Derro are actually a blending of dwarves and humans
Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were
onducted before the Suel Imperium fell
The Suel Imperium fought the Baklunish Empire to a stand
till for control of eastern Oerik To break the stalemate the
Suloise brought about the Invoked Devastation This apparent
ictory over their enemies was short lived however as one of
he long forgotten Gods of the Baklunish chose to intervene
RACES OF OERTH
The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller
Gathering together the most powerful mages from am
his people within the stone circle of Tovag Baragu this
channeled much of His own power through these magici
supporting their retribution against the Imperium
This is the origin of the Rain of Colorless Fire which cov
all of the Suel Imperium in its inferno Were it not for
great seer Slerotin the Suloise peoples may well have b
destroyed but receiving premonitions of the impen
doom Slerotin gathered what noble families he could and
them through a magical tunnel ndash of his own creation ndash w
passed completely through the Hellfurnaces
All but one of the families ndash the Lerara ndash traveling
Slerotin arrived in the area of the Flanaess now known as
Yeomanry From there the Suloise peoples spread throug
the Flanaess founding nations for themselves often for
from the colonies of the Suel Imperium The noble fami
Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero
tunnel and reside there today
The most infamous and secretive society of the Suloi
indisputably the Scarlet Brotherhood headquartered on
Tilvanot Peninsula This Suloise organization has bases sp
out across the Flanaess and beyond So embroiled have
become in the aairs of the Flanaessrsquo nations this so-ca
secretive society is no longer as secretive as it once was W
the Scarlet Brotherhood is prominent in Shar they do
actually have control of the government there though
do exercise major inuence over all the Peninsularsquos aair
There is another Suloise organization called ldquoThose
must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in
Kingdom of Keoland Not much is known of the Silent O
though it is rumored that they seek to obtain forbidden ma
and ancient Suloise artifacts What their main goals ar
one knows for certain however those few who happen c
upon the Silent Tower and try to gain entrance are very o
not heard from again Whatever their main goal one thin
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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32
bsolutely certain you will only know what the Silent Ones
want you to know and then only when they want you to
now it
APPEARANCEThe Suloise are a fair skinned human race some being almost
lbino They tend to be slightly taller than the other human
aces and range between tall and lean to tall and sturdy
Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh
etween 160-225 lbs Suloise females average between
rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye
olors range from pale blue to violet with deep blue and gray
ossible Suloise hair color is most often blonde to strawberry
hough yellow and platinum are possible Straight wavy and
inky hairs are all common
PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated
nd overbearing people Most Suloise have little regard for
ther races and are quite often at odds with their own race
A personrsquos ancestral ties and family allegiances always way
eavily upon how Suloise are viewed within their own society
ecause of this Suloise from dierent countries often dispute
ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula
Suloise from the Tilvanot Peninsula are the most organized
nd totalitarian of all the Suloise peoples Records of every
itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos
fe which can be quickly laid before them Only Suloise
nown to be of pure blood are considered true citizens in the
Tilvanot any racial admixture ndash however slight ndash bar one
rom full citizenship For this reason those who are of Suloise
ncestry but not born on the Peninsula can never receive
ull citizenship In spite of this fact it is extremely rare to
nd anyone of Suloise ancestry performing any kind of menial
asks in the Tilvanot the Peninsula has more than its share of
alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in
fe
Oddly enough and to the chagrin of the Scarlet Brotherhood
he Suloise of purest blood are found in the Thillonrian
eninsula among the Frost Ice and Snow Barbarians
nterestingly these Suloise peoples are the least like their
ncestors The Suloise of the Thillonrian Peninsula have
dopted a barbaric lifestyle and live by raiding each other or
eighboring civilizations
These northern barbarians excel as warriors trappers
unters seaman and shermen Their continued survival
n one of the most unforgiving climates on Oerth clearly
emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian
eninsula are not above allying themselves with their racially
iverse neighbors in times of need These northern barbarians
re ferocious warriors on any eld of battle
The Suloise of the Duchy of Urnst and the eastern portions
f the Flanaess nd themselves in a leadership position in
pite of the fact that they are not in the majority Manipulation
and self determination are common traits among t
Suloise much like their ancestors but they tend to be
most cooperative of the Suloise peoples
As a whole the Suloise peoples are quick to dismiss
opinions of others relying more upon their own pers
judgments rather than upon a consensual determination
Suloise like to wear wide-legged pantaloons and loose
blouses In the far north of the Flanaess Suloise garments
often made from fur or felted wool and worn with ca
furred boots and mittens In the southern Flanaess
Suloise tend to wear loose vest over lightweight fabrics S
colors are universally preferred with most Suloise having
one or two colors in their wardrobe
RELIGIONThe Suloise people are as respectful of their Gods as they
of their ancestors
On the Thillonrian Peninsula the Suloise wind gods ndash espec
the imprisoned Vatun ndash receive considerable worship tho
Kord Llerg Norebo and Xerbo are also worshiped
In the Amedio Jungle and the continent of Hepmonal
the Suloise residents worship Llerg Beltar Bralm Phaul
Pyremius Wastri and Xerbo with a small number of t
worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece
dutiful worship although Lendor Bralm Pyremius Ly
Osprem Syrul and Wee Jas can lay claim to the lar
followings
It has been rumored that the Scarlet Brotherhood wors
dark gods such as Tharizdun though this is doub
However a group of Suloise worshipers of Tharizdun kn
as the Black Brotherhood does exist It is thought that
Scarlet Brotherhood does not trust this group but is on co
terms with them
In all other Suloise lands Kord Norebo and Wee Jas
to be very popular but Suloise cults to Tharizdun do exist
are spread throughout the Flanaess
PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y
and dependent upon their location upon the Oerth s
professions and skills might change
One thing is common throughout all Suloise charac
gain a +2 racial bonus to the racial skills of Seafaring
Swimming Sailing and shing are prominent profess
among all the Suloise peoples so these skills are consid
to be class skills for all Suloise characters
In the Thillonrian Peninsula raiding exploring farming
shing are the prominent professions The Suloise peop
these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o
Thillonrian have a strong urge for exploration and are there
much more likely to go adventuring Suloise barbarians
therefore swap out Swimming or Sailing bonuses in favo
an added bonus to their Survival skill The barbarians of
Thillonrian are the least likely of all the Suloise to be intere
in spell casting except for their warrior bards
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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33
Island-dwelling Suloise tend to excel in the same common
kills of all Suloise but they are expert traders as well Sailors
nd merchants are common among these island dwellers
ecause of this skills like Blu and Appraise can replace the
onus skills of Seafaring and Swimming Rogues Bards and
riests are dominant amongst the island people although
Wizards are not unknown here
In the central Flanaess the Suloise have blended in well with
ther cultures as such they may swap one of their bonuses in
Seafaring or Swimming for another skill common in their area
Many professions are available to Suloise characters living in
he central Flanaess as such all classes are well represented
However Wizards from this area are much more likely to have
eceived training at one of the formal Universities commonly
ound in these nations
In the Amedio Jungle and Hepmonaland many of the Suloise
ecame tanned and freckled and more animalistic in their
utlook then their ancestors where Acts of barbarism animal
acrice and cannibalism are common place among these
Suloise The Suloise of these areas retain their Swimming
kill but they have lost their Seafaring ability This is replaced
with a Survival bonus given the nature of their land Many
f the inhabitants of these lands are little more than slaves
rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash
re not unknown
The organization known as the Scarlet Brotherhood is based
n the Tilvanot Peninsula but has a great many spies and
nformants throughout the Flanaess This is unquestionably a
acist organization which uses any means necessary to obtain
ts goal Suloise domination of the Flanaess
There are many Suloise factions devoted to their cause but
he most feared members of the Scarlet Brotherhood are
ndoubtedly their monks Masters of sabotage and subversion
ll character classes have their place in the brotherhood
xcept for wizards Magic-users associated with the Scarlet
Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself
The Scarlet Sign ndash as the Brotherhood is often called ndash
elieves that the Suloisersquo past reliance on magic actually
made them weak and is the reason that the Suloise Imperium
rumbled They believe that to be true masters of their order
ne must be adaptable Because of this members of the
Scarlet Brotherhood can add a +2 bonus to any two skills
Blu and Disguise are most common
FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of
ombat whether it be single weapon and weapon-shield
tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained
n weapon-shield techniques with little or no armor These
laves relied more upon speed and quickness rather than
rmor as the Suloise cared little for any causalities suered
y their slave forces Magic was used quite heavily and siege
weapons infused with spells hurled re or lighting and were
manned only by Suloise forces Archery was practiced by the
nobility but it was very rare to see the nobility on the e
battle
The Suloise people living in the Flanaess today are
versed in sea warfare Those living in Hepmonaland and
Amedio Jungle seem decient in these areas
On the Thillonrian Peninsula the two handed weapon sty
ghting seem to be preferred though sticus and wres
are common past times Naval warfare tactics revolve aro
the ramming and boarding of a vessel
The Suloise of Hepmonaland and the Amedio Jungle
well versed in both single weapon and two handed wea
styles These Suloise have also developed a unique ma
skill based upon the movements of simians grasping cho
and kicking are common moves This style also uses th
and tosses and are some of this stylersquos more powerful mo
The Suloise of the Tilvanot Peninsula are excellent sailor
such naval warfare is their strength Archery is the prefe
method of battle and the longbow the preferred weapon
dual weapons and single weapon styles are practiced
many soldiers benet from weapon-shield techniques
Perhaps the most dangerous ghting style is that of
monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo
style is both feared and renowned on the Tilvanot Penins
It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live
The Suloise people of the island nations where displ
years ago and have become procient in the ghting st
of the nations to which they ed While these Suloise
the ghting styles of other nations using the ancient way
weapon and shield they also use the ldquoclosed st open f
pugilistic skills of the monks If a Suloise monk uses the ldquoo
handrdquo it is to stun and humiliate his opponent
Siege weapons which strike from a distance are com
place among the more civilized Suloise nations And
Suloise have been known to adapt many of the Oer
ghting styles practiced among other nations
RACIAL FEATSThe following is a list of racial feats that a Suloise chara
may take as hisher bonus feat
You practice the magical arts have been blessed by
ancestry and thus can channel potent magical energies
Benet A character with this feat gains a +2 DC bonu
all spells they cast making it more dicult for their oppon
to overcome or save against spells cast by a character
this feat
Special You may only take this feat as a 1st-level chara
You are from the Thillonrian Peninsula are known for
short temper You are one of a few have even been blesse
cursed with a special raging ability
Benet 1day for every ve levels the Suloise chara
A S [H]
B R [H]
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
8162019 Oerth Journal 27pdf
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
8162019 Oerth Journal 27pdf
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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34
T S P
Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)
Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)
may rage like a barbarian of equal level The character receives
ll bonuses and penalties associated with raging as noted on
g 25 of the 35 edition of the PHB
Special You may only take this feat as a 1st-level character
You are from the Amedio JungleHepmonaland and are
rone to cannibalism thus you have gained unique abilities
whenever they consume human esh
Benet When a Suloise character with this ability consumes
t least ten pounds of humanoid esh they gain +5 hit points
nd a +2 to saves versus poison and disease for that day
However if this character goes more than one week without
onsuming humanoid esh they receive a -2 to saves versus
oisons and disease until they consume human esh again
Special You may only take this feat as a 1st-level character
ike many of the Suloise people you are uent in many
anguages
Benet With this feat a character gains two languages for
very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character
Suloise characters from the Thillonrian Peninsula Amedio
ungle or Hepmonaland cannot use this feat
You are from the Thillonrian Peninsula and are constantly
xposed too harsh elements as such many have developed
esistance to their environment
Benet A Suloise character with this feat has a +4
esistance to all Cold eects and Cold based attacks Even
pon a failed save this character will experience only half the
uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character
You are a capable swimmer and are very comfortable at sea
Benet A Suloise character with ranks in swimming who
akes this feat can hold their breath underwater for twice
he duration dictated by their Constitution score They also
eceive a +2 bonus to save against all water based attacks
Special You may only take this feat as a 1st-level character
Though Slerotinrsquos nal fate remains a mystery it is speculated
hat a female from each of the families saved by Slerotin bore
im a child with the hope of imbuing their blood line with the
ower of this seer
Benet A Suloise character with this feat receives
remonitions and glimpses of the future This Suloise character
ains a +2 bonus to all Initiative rolls
C [R]
L [H]
N R [H]
S B [H]
Srsquo E [H]
Special You may only take this feat as a 1st-level chara
The DM may also use this premonition ability as a red her
for adventures
The Suloise of the Scarlet Brotherhood and followers of S
are well versed in the arts of Disguise and Lies
Benet Suloise characters who take this feat receive a
skill bonus to both the Disguise and Blu skills This chara
may also use a Rush Diplomacy if he has 5 or more rank
Blu This character receives a -2 to their Blu rolls but
use their Blu skill to inuence people like a Diplomacy ch
Special You may only take this feat as a 1st-level chara
You like many of the Suloise people hail from civilized la
pursue many elds of study
Benet A Suloise character with this feat can choo
number of non-class skills equal to their Intelligence bo
These skills are treated as class skills for this Suloise chara
Special You may only take this feat as a 1st-level chara
Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat
W-V [H]
S [H]
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
8162019 Oerth Journal 27pdf
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
8162019 Oerth Journal 27pdf
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
8162019 Oerth Journal 27pdf
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
8162019 Oerth Journal 27pdf
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
8162019 Oerth Journal 27pdf
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
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36
nd the grandmaster lay dead at the foot of the throne and
he knights swore an oath to all the gods of the Bakluni that
Drathirsquos temple would fall The identity of the four knights has
een lost in time but it is believed this was the nal quest of
he mortal man who became AlrsquoAkbar
Thousands rallied to the knights and war began Slowly
he black roots of Drathi were burned from the lands of the
Bakluni with each temple being burnt and the ruins scattered
No follower of the mother of murder escaped the blades of
he knights In the end the Pall fell to the knights on the
teps of Drathirsquos hidden city Rather than letting their armies
ack the city the knights ordered everything burned leaving
he treasure behind rather than risk any of Drathirsquos tainted
blood goldrsquo getting out As they left the mountain redoubt
he knights ordered their armies to dismantle bridges and
estroy the roads leading to the place doing their
est to erase the location o the face of Oerth
The Faith of the Mother of Murder ended
t the edge of the knightsrsquo swords Had
hey carried their ght into the outer
lanes and destroyed the goddess
erself none knew but this act ended
er stranglehold The purge of all
hings Drathi continued for years books
urned mosaics destroyed even the very
warding tokens made by the terried
Bakluni fell into disfavor What could
ot be excised however was that fear It
ngered in the hearts and minds of the
Baklunish people and though it became
ameless that dread remained Where
here is fear however nameless there is
memory and in this collective memory
he last seed of Drathi lurked in the form
f Ruhl AlrsquoThaan
Some say he was Drathirsquos rst born
male child others say he was the rsto call her name in the act of murder some
ven whispered he predated the Mother herself
ut to the priestesses and monks of Drathi he was
legend He was the warden of her prison where
he shackled souls of those killed in her name
emained eternally tortured and stripped of all
estiges of humanity until they could be forged into the blades
f her faithful The knights slew all but him for he was beyond
ven their reach sequestered deep in the heart of the negative
material plane in a penitentiary built of black iron Where
ll had forgotten the Mother of Murder he remembered He
ustained the fear in the hearts of the Baklunish He was the
oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod
een to die by anotherrsquos hand He was the dread of death the
loom that oblivion could not wipe away
Long after Drathi had become nothing more than a
merchantrsquos curse Ruhl left his prison and entered the world
f the living once more On the day of the Colorless Fire he
walked the killing elds wrought by the Twin Cataclysms and
Symbol of the Drahi
culled from the dying seven cowards who begged any
would answer for a way to escape the coming death Into
souls of these seven Ruhl whispered one of Drathirsquos Gloo
the precepts of her ideology and commanded them to pen
down in secret Each died upon completion of this task
collected these seven tomes and saw they reached the ha
of men and women of proper nature who would learn the w
of Drathi once more thus the Pall of Drathi was reborn
Through these seven books the ways of the Mothe
Murder live on and while the Pall has been destroyed to a
many times the books manage to slip away to be found a
allowing the deadly hand of Drathi to add to the inmates o
nal prison
Adventure Hooks
The Seven Books of Gloom oat and
through the market places moving
hand to hand until the right set nd
Six of the seven books are in the h
of the current incarnation of the
the seventh book is rumored to b
the Crypts of House Sammal Ag
are on the move to hire adventu
to lsquoliberatersquo the book from the Cry
A hidden war transpires in the a
and on the rooftops of Thornw
The long entrenched thievesrsquo gui
which the assassinrsquos circle has
been a part battles against a st
cyst of the Pall Despite having gre
numbers the guild is losing gro
They look for allies to help s
against this blast from the past
T EIt is said that those who watch b
change to the outcome of what they obseIn the case of the Elosati this could not be t
Far to the west of the Dramidj Ocean there
nations that are all but myths to the people of
Flanness In one of these nations known as Mur a c
of diviners foresaw the prison of an entity kn
to them as the Essence of Dark Hunger woul
breached and its darkness would consume the world T
Diviners had a strict set of ethics that forbade them from gi
warning or taking any action One young acolyte of this c
could not stay true to his vows Known as Adesh this aco
spoke with impassioned words pleading with his master
act to take a hand to prevent this from happening Altho
they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco
gathered to them what they could writings divining t
and books that held the teachings of divination and ed t
homeland
In ships meant for shallow coastal sailing and with not
more than a simple direction the acolytes sailed eastw
They encountered many things both wondrous and hor
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37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
8162019 Oerth Journal 27pdf
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4143
40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
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8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 3843
37
Symbol of the Elosanti
The weather itself tore at them with terrible fury destroying
many of their vessels forcing them to stop for repairs often
By the time they reached the shore of what is now Ekbir only
ne ship remained and only nine former acolytes survived
Adesh was one of them though missing an eye from his
ravels he led his eight brothers inland following the Tuik
iver eastward
Many days later the band came to a headland that protruded
bove the otherwise low plains near the river At rst they
meant to only stay the night but that very night all nine of the
colytes had powerful visions of this being this Essence of
Dark Hunger They learned in
his vision many of its names
ut the one loudest of all was
Tharizdun Their journey was over
nd their task now began
Their collection of tents became
wooden huts and their skills as diviners
made them valuable to the wandering
ribes of Baklunish With the help of these
ribes the nine constructed a series of rst
wooden but later stone circles to aid in their
ivining some measured the year in this new
and others when the seasons would changeSlowly they integrated all of these dierent
alendars into one massive stone circle that allowed
hem to accurately predict several things Around
his headland the wandering tribes started to settle
aving accurate calendars made it possible for them to
row things rather than hunt The diviners also brought
with them the knowledge of their homelandrsquos techniques
f irrigation improving the yields of these rst
arms They named this place lsquoSef-anrsquoMurrsquo or
Our Eastern Homersquo
Time passed and the visions of the release came less and
ess soon it came only to Adesh Though his eight companions
ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and
he weight of years bent the backs of these nine men Adesh
eared that the truth of his visions would be beyond the scope
f his life In his nineties Adesh decided he needed to ensure
hat their watch would continue A wizard of great skill beyond
eing a Diviner Adesh bent his art to the task of altering one
f the few remaining relics of the ancient Murian Cabal The
ye of Amur He augmented this rubyrsquos seeing abilities but also
wove into it the ability to record his visions his knowledge all
he dedication it took to carry himself to this place so far from
is homeland The Eye of the East was born Adesh died the
morning after its completion gripped by the most powerful of
is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with
is last breath to his successor Tarun the eldest son of one of
is eight followers
Thus the traditions of the Elosati came to pass Each leader
nown as the Arch-Seer would receive the Eye of the East
nd the Adeshrsquomal the scrolls carrying the dying words of the
revious Arch-Seer upon the former Arch-Seerrsquos death The
drive the relentless need of Adesh empowered the Eye
thus the successive line of Arch-Seers to remain faithful to
task The time of the release was coming and the Seers of
anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea
Time marched on and the Baklunish Empire grew absor
the city and the Seers of Sefmur quietly continued t
charge unnoticed by the powerful elemental mages of
Empire Arch-Seers came and went the Eye ever gleam
in their turbans and the Adeshrsquomal growing from scrolls
full-edged tome
When war with the Suel started the Seers of the El
oered what help they c
to their adopted homel
Generals however dem
precise information so vision
the future were less valuable
seeing what the enemy was doin
the present so the Elosati were less
less used The Twin Cataclysms ca
much upheaval throughout the worl
Oerth but no more so than with the Elo
In this apocalyptic moment that shook
planes themselves those twisted souls
worshiped He of Darkness Eternal summonpiece of him from his prison into the world
spawn this avatar sought to use the confusio
the twin cataclysms to free its dark father but
Elosati were long since prepared
With their visions of the future the Elosati had wo
for centuries subtly maneuvering individuals tow
paths that would produce houses of honor and virtue
would have scions perfectly placed to handle
very event Heroes rose to face this avata
darkness tracking it across the land ghting it at every
until it fell into a chasm with landslides pouring in after it
feared release was averted
This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of
ancient goal while others were not so hopeful This discus
grew until the past repeated itself with a splinter of the Elo
leaving This time however it was the Arch-Seer and his ar
supporters who left The Diviners of Sefmur turned their b
on this chapter of their lives while the Arch-Seer took
people into what is now Ket Settling in the mining tow
Molvar what remains of the Elosati began anew manipula
events to give rise to champions when the world has nee
them most
Adventure Hooks
The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo
Though always stopping short of actual bloodshed the Divi
have come to the conclusion that more clandestine met
must be taken Arsquonigne a young diviner is in Shaderis qu
seeking aid to help her obtain the relics one way or anot
The ery young woman has not drawn the attention of
Seers yet but if she does not nd help soon that will chan
8162019 Oerth Journal 27pdf
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38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
8162019 Oerth Journal 27pdf
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39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
8162019 Oerth Journal 27pdf
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40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4243
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4343
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 3943
38
Ever-manipulating the lives of those around them the Seers
f Adesh (As they publicly call themselves) are attempting to
rrange the marriage between two minor Ketite noble houses
ut a long-standing feud is frustrating them The advent of
ome adventurers into the mix might well serve to breech this
talemate
T Fate can be cruel or so it seems at the time Where some see
he cruel hand of Istus and rail at the lack of fairness others
ee opportunities Such can be said for Duskinvorastrixithael
Known as Dusk a dragon born with brilliance guile and
varice betting a wyrm of legend but in the body of a tiny
seudo-dragon
First to hatch of her clutch-mates her parentrsquos nest was
oo close to an aperture to the plane of shadows All would
ave been born with a touch of shadow in them had Dusk not
cted and destroyed the rest of her nest-mates before they
atched In scant years she outstripped her parents and
ound that being a big sh in a small pond did
ot translate well to large ponds Had Fate
ot had a hand in the small dragonrsquos
estiny once more she would have
nded up a very smart meal forome goblin or orc
The pseudo-dragon felt a
aint calling which lead her
nto the Southern Yatil
Mountains to the hidden
astion of the Black
Agate an infamous
Ketite necromancer
At rst Dusk thought
he mighty Black
Agate had issued
he call but reality
ashed her hopeswhen she found
he originator of
he call a lowly
pprentice named
Dakshina
The woman
was bright but not
articularly wise or
ersonable and it was
he former that led her to
ry summoning a pseudo-
ragon for her familiar Shersquod
ompletely fouled up the ritualhat only called Dusk and did not
ind her in any way She considered
illing the human woman in her sleep
nd stealing what she could but a thought
truck her Here as a familiar if in name only she
ould learn from one of the greatest wizards of
Oerth Dakshina could not match the dragonrsquos
Symbol of the Faelshenda
guile or brilliance and believed that shersquod performed the r
properly Thus began the Education of Dusk
The pseudo-dragon learned wizardry at a staggering
easily outstripping her supposed lsquomasterrsquo Dakshina
avarice that burned in her heart soon got the better of
and used her inuence over the woman to organize an at
on the Black Agate himself intent on taking his strongho
her own Dusk found out on that day that brilliance no ma
how great could never match genius Despite the surp
attack and the furious power the pseudo-dragon and
dupes unleashed on the Necromancer he proved too st
and destroyed their assault killing the majority of her a
and leaving Dakshina a burned out husk Dusk comman
the few corpses that were still whole ed with whatever
could grab on the running battle to escape the Black Aga
stronghold
Once within the Bramblewood Dusk went to ground
looked over what she had Most of it expendable items
as wands and potions The corpse of Dakshina held
deathgrip the spellbook that was Duskrsquos m
than it was Dakshinarsquos She also clutc
to her bosom a second book an ea
work by the Black Agate hims
precursor to his Skinplate Cotitled The Secrets of S
Within the tome Dusk fo
the formula for sev
magic items includin
suit of armor that w
allow the wearer
assume the likene
any humanoid tha
armor had skin f
With this disco
the Faelshenda
born
Dusk stime crafting ar
using her spell
take command
a clan of ogres
using them to wa
travelers a
the roads to ga
material for her ar
She also used this
to perfect a ritual
would let her bind a hu
to her as her familiar S
grown fond of the beauDakshina and forces her fam
to assume that form Through
Dusk started gathering thieves
the proper skill and provided them
the Skinwrought Armor Thus far there are
lsquoshadowed mastersrsquo who each manage ca
of minions Those that show promise are g
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4043
39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4143
40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4243
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4343
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4043
39
Symbol of the Asimrsquoal-Ejdeha
evices crafted by Dusk Even the shadowed masters have
o clue that the beautiful Dakshina is a mouthpiece for the
evious pseudo-dragon
Now with wealth worthy of a dragon Dusk continues to
uild her organization in hopes to someday defeat the Black
Agate and write her name in the annals of Draconic Lore
Adventure Hooks
When a lsquoDakshinarsquo is killed Dusk suers as would any
wizard losing her familiar but the pseudo-dragon knows she
as to acquire another one quickly to keep her minions in line
While she prefers Rogues or Bards she has taken a Sorcerer
more than once This lsquosurvivalrsquo of Dakshina only increases the
mystique of the group and their seemingly invincible leader
Dakshina and the Faelshenda can plague the player characters
ver and over again each time they think theyrsquove killed her
nd she returns
The Black Agate has nally decided to reclaim
is lost property and has sent one (Or more)
f his infamous Dark Hunters on the trail
f Dusk The terried Pseudo-dragon
Through her familiar) tricks the PCs into
rotecting her from the relentless minions
Arsquo-EjThroughout the lands of Man and Elf there
re knightly orders galore Paladins though
ar less common ock to these orders as
he height of the virtues embodied by their
atron gods Ket is no dierent Paladins
ledge their oaths to AlrsquoAkbar just as they
ledge them to other gods of law and
oodness in other lands and they stand as
hining examples to all The devoted of Asimrsquoal-
jdeha are unique among the pious knights
f Ket in that they move in secret through
he land ghting and dying against thoseorces that would undermine and destroy
he four virtues that all good and honest
etites uphold Honor Family Generosity
nd Piety They are the protectors of the
Dragon
Founded long ago in the annals of
Baklunish history the Protectors of the
Dragon owe their birth to of all people the
all of Drathi It was the fear born by these
murderers that threatened to rend the
ociety of Bakluni asunder and AlrsquoAsim one
f the four knights who stood against them
ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most
rusted and loyal of knights and to them entrusted the safety
f their people for all time
This core of loyal knights gathered and discussed how
est to manage this task placed before them They like their
eader had wisdom enough to see that a standard knightly
rder would never do Knights by nature live a life apart from
the people focusing instead on martial practice and knig
traditions They were also wise enough to know that
common for knights to fall under the onus of evil and
targeted to weaken their resolve To protect the people
had to live as them
Thusly the Asimrsquoal-Ejdeha are through much of their
shopkeepers merchants and farmers They live by the
precepts exemplifying them in their daily lives They r
families they help their neighbors they give generous
church and those in need they advise those who rule
when the need arises they don their armor take up
signature shields and stand the line against the evils
would rot the roots of Ketite society
When those sympathetic to Iuz took Ket into alliance
the Cambion King the Protectors took hand in the undergro
movement to ght both Iuz and those Ketites loyal to
They were the spark that started the res of rebellion
blades struck down the vile in the dead of n
and when the forces of evil teetered
Silver Shields of the order gleamed
beacon for all to rise up and throw o
corrupted leaders Once their task was d
however the Protectors faded back into
population They are faceless protecfor as their founder said lsquoA True Man cr
neither notoriety nor adoration from
brothers but basks in the knowledge o
safety he has wroughtrsquo
Cells of Protectors meet once a w
when possible and the entire order gat
only once a year Events of region is
along through complex ciphers and co
messages usually delivered by ca
bird While the Knights are as varied as
itself there are two traits common to
members of the Asimrsquoal-Ejdeha the
maintain and tend personal aviaries all are avid students of Dragonchess O
the coded are messages carry termino
of the game
Adventure Hooks
Two Cells have gone missing in
Thornward region with only one cry
message sent to the Order leader
Lopolla Unable to send their own mem
the heads of the order are looking to
adventurers to nd out what has happe
The death of a Protector is no
unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio
underground tombs in the Tusman Hills north of Lopolla
rise of Gnollish activity in that region has made it di
for the Knights to keep the location safe Options are b
discussed
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4143
40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4243
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4343
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4143
40
T C I
Beings of great power regardless of alignment draw to them
hose that are for whatever personal reason willing to do
heir bidding Commanders call them armies Kings call them
itizens and Deities call them worshipers Whatever the title
hey come Iggwilv is no dierent Over the many years she
as plagued the Oerth she has called armies of minions to her
ut while most are burned up shielding her from those that
would stop her there are always more Where she has been
ollowers gather and while most go to where she is some
emain behind and become cults These cults come and go
ften swelling around charismatic leaders who call to Iggwilv
eeking power aid enlightenment even romance Ket despite
ll itrsquos righteous devout people plays host to cults of Iggwilv
more often than most regions due to the fact she lived here
or some time These cults inevitably fall apart on their own or
re broken by the Mullahs most fo the time rarely managing
o draw the attention of Iggwilv Time passes and another cult
ises from the ashes to keep the name Iggwilv whispered in
he shadows of Ket
Abbas Sammal the fourth son of an old noble house founded
he current Cult of Iggwilv some forty years ago A student
f both history and magic Abbas became enamored with the
tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital
ity of Lopolla Most of the members were young nobles
lso well outside the lines of succession and were destined
or sycophant-hood Many of the rituals were little more
hen elaborate minor summonings of lesser demons coupled
with drugs and wine that ended in debaucheries Abbas so
onvinced his rituals would draw Iggwilvrsquos attention did not
are how dangerous he made things His obsession grew to
manic levels
One night as Abbas conducted one of his lsquogreat convocationsrsquo
e actually managed to open a portal to the Abyss What
ame through was not Iggwilv but something that
ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession
nd the depraved souls of his cult and slipped
nto the world of men As she stepped out of the
moke and haze she masked her hideous form
with the beautiful features of Iggwilv herself a
eceit that amused the hag greatly
She fed the ego of Abbas even as she fed on
he souls of his cultists aicting their dreams
ven as she whispered arcane secrets to him the
ult of wastrels destined to a short and painful
emise suddenly became much darker and even
more twisted Under her tutelage Abbasrsquo grasp of
magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons
while strong enough to be of use were not so strong
s to challenge her The drugs and debauchery of his
rst pitiful attempts at rituals gave way to true darkness and
hose of the cult who were too weak to follow him were the
rst to be sacriced Irkaeli had found a hunting ground ripe
with tainted souls
Symbol of theCult of Iggwilv
Years passed and Abbas became a force in the dark pl
of Ket and Irkaeli bound him to her will with each lust-
night he spent in her Iggwilv-sheathed arms She gave
to his daughter a cunning greenhag named Zohrah and s
mother and daughter alike twisted and deceived Abbas u
him as a puppet to expand their cult and more importa
draw in the dark souls that Irkaeli culled as larva for
markets of Pazunia Calling other daughters Irkaeli bro
Vukol a powerful Annis-werewolf and Amelaki A Sea
druidess into the cult setting the three of them to man
Abbas As time passed the Cult of Iggwilv became a dark
choking Lopolla
This all changed when Symrsquoar came onto the scene At
she thought the cult actually had her motherrsquos patronage g
the power of its leadership but that hope turned to rage w
she discovered the Hagrsquos deception Weaving spells as
one of Iggwilvian blood could Symrsquoar destroyed Abbas and
circle of devotees The battle raged deep into the bowels o
old temple theyrsquod claimed as their base costing Amelak
life When the remaining two hags called for their mother
came with all the allies and powers she could gather but it
not enough Symrsquoar shattered her onslaught either dismis
or destroying her allies and binding the powerful Abyssal
Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay
Symrsquoar took the remained of the cult and culled fro
any who were too weak to be of use Working in secret
expanded the reach of the cult but this time rather than
dark and tainted souls destined to be culled by the ha
reached into the noble houses and temples of Ket Dra
the heart of the cult away from the capital Symrsquoar took
ancient giant fortress of Demonroot as hers and from its
shrouded gates sent forth her minions to gather the sec
of a nation Zohrah and Vukol serve the daughter of Igg
loyally but she does not trust them knowing that if
could betray their own mother she would be next w
she to let down her guard While the nation breathes easier thinking
cult has been destroyed its learned and wise
only now beginning to realize that somet
dark still tempts the souls of men and they d
what it may be
Adventure Hooks
Rumors of another daughter of Iggwilv
reached Symrsquoarrsquos ears She has sent group
the cult into the Yatils without much succ
For the woman of many faces it would be ch
play to trick a group of adventurers to do the
but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult
The looting of the Vault of Daoud was
nal straw that saw Iggwilv chased out of Ket t
many years ago now Symrsquoar is considering using that V
as a means to weed any powerful adventurers out of the g
graces of the Mullahs and people
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4243
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4343
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4243
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4343
8162019 Oerth Journal 27pdf
httpslidepdfcomreaderfulloerth-journal-27pdf 4343