Azamar the RPG

April 29, 2017 | Author: Joe Conaway | Category: N/A
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Azamar the RPG...

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AZAMAR THE ROLE PLAYING GAME CRE DITS Wicked North Games Acknowledgements: Wayne Alderman, Brian Allen, Alisun Armstrong, Eric Brooks, John Carioto, Lisa Ertle, Julien Féraud, Brian Fitzpatrick, Mark Gedak, Benjamin Gerber, Alan Gunhouse, Ben Hall, VaNiesha Honani, Stephen A. Jarjoura, Martin Krebs, Marcos La Ferriere, Paige McKee, Joseph Mizerek, Marc Myslivy, Barb O’Connell, Sarah Smith, Aaron Wong, Travis A. Wooten. Producers: Adrith Bicchieri, Joseph Bicchieri, Raymond Biondi, Garrett Ertle, Lara Keenan, Victor J. Pisinski, Andrew J. Rash, Jim Reader, Aaron Spiller, ?Stan. Created By Brett M. Pisinski Written by Brett M. Pisinski & J. Elliot Streeter Edited by Brett M. Pisinski, J. Elliot Streeter & Jenifer Dexter Graphic Design & Layout by Brett M. Pisinski, J. Elliot Streeter & Rich Woodall Art Director: Rich Woodall Azamar Cover Layout & Design: Rich Woodall Azamar Cover Art: Tyler Walpole Interior Artwork by Alexander Gustafson, Jared Tuveson, Joshua Andrew Belanger, Khairul Hisham, Nikki O’Shea, Rich Woodall & Shane Tyree Azamar Cartography: Herwin Wielink, & Joshua Bennett. Interior Border Artist: Nikki O’Shea Primary Game Testing by Brett M. Pisinski, J. Elliot Streeter, Jamey Barone, Jared King, Nikki O’Shea, Raymond Biondi, Richard Bean & J. Majik Preface:The AZAMAR setting is a developing universe created by Wicked North Games, L.L.C. for the Cinema6 RPG Framework. The ideas, characters and backgrounds contained within this document were developed and play tested. If you feel we should go ahead and make any modifications or changes, please go ahead and let us know! Thank you for taking the time to review this product, we hope you enjoy it and if you have any feedback you would like to leave us, we would be happy to hear from you. Contact us at http://aboutus.cinema6games.com

- Wicked North Games, L.L.C. © 2011 © 2009-2011, Azamar, the Cinema6 Role Playing Game Framework, c6, Cinema6 Games, and d6Unleashed, Wicked North Games, L.L.C., All Rights Reserved. 2

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DE DICATIONS J. Elliot: This book is dedicated to my wonderful family, my wife and three children. Your love, enthusiasm, and support through this process are only some of the reasons the book of Azamar is a reality. Thank you to those who have given your ideas, time, and imaginations. We hope our love and passion for gaming reflects off this first book created by WNG. Thank you again to all of our pledgers on Kickstarter - without you this would have taken considerably longer. Also a special thank you to Eric Gibson, West End Games, and Purgatory Publishing for releasing the OpenD6 OGL and making all this possible. Thank you to all my friends who inspired me through the years to continue gaming, Reed Alex, Adrith and Joe Bicchieri, Ray Biondi, Brent Bourgoine, Ben Goodheart, Jason Grass, Phaedra Hall, Mike Hash, Vaniesha Honani, Matt Mayne, Matt Mayner, Paige McKee, Alyssa Morrison, Andre Morrow, Marc Myslivy, Tom Oakley, Rock Peterson, Brett M. Pisinski, Brain Ranzoni, Matt Ruszkowski, Darian Sale, Fay Smith, Mike Smullen, Aaron Spiller, Mark Spyrison, Salvador Sumaria, Jared Tuveson, Josh Valdez, Karen Vittek, and Alex Wong. Brett M. Pisinski: This body of work is dedicated to the memory of Jonathan P. “Big Wyrm” Leahy (1976-2007) R.I.P. man, you are missed down here and until our paths cross again… Many thanks and blessings go out to those people in my life who continue to push my boundaries, skills and abilities as a human being, my parents, family and friends who support our mission and goals as a young company – we can’t do this without your support! Without that necessary foundation, this manifestation would not have been possible. I would especially like to personally thank each and every one of our Backers on Kickstarter for being so patient with us! It’s because of you we are able to move forward. My main inspiration: West End Games – thank you for keeping d6 alive! Those of you who pick up the dice and answer the call of adventure belong to a very special group of gamers. Keep on rolling, keep on imagining, and never forget to keep dreaming… Anything is possible.

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TABLE OF CONTENTS INTRODUCTION................................................... 8 Providence Beckons.................................................... 8 A Recorded History.................................................. 10 First Millennia.......................................................... 10 Second Millennia..................................................... 10 Third Millennia........................................................ 10 Fourth Millennia...................................................... 11 Fifth Millennia......................................................... 11 Exploring Azamar..................................................... 11 The Axiom............................................................... 12 The New War........................................................... 12

Wyvine.................................................................... 28 Shrave..................................................................... 30 Humans (Full Blooded)........................................... 31 Humans (Urbane)................................................... 33 Humans (Bu’Col).................................................... 34 A FLIGHT OF DRAGONS................................... 36 CHARACTERS...................................................... 37 The Basics............................................................... 37 The Blur Touched.................................................... 38 Corruption Events................................................... 38 Character Development.......................................... 38 Random Backgrounds............................................. 39 Veteran Characters.................................................. 39

THE GAME ...........................................................13 The Basics................................................................13 Game Play................................................................13 Difficulty Ratings.....................................................14 The Wild Die...........................................................14 Cinema Points..........................................................14 Earning Cinema Points............................................14 Spending Cinema Points..........................................15

CHARACTER FEATURES................................... 40 Creation Only......................................................... 40 Magic Across Azamar.............................................. 59 Tyro Spells............................................................... 59 Journeyman Spells................................................... 62 Mastery Spells......................................................... 65 The Factions............................................................ 66 Path of the Asceromancers....................................... 66 The Elemental League............................................. 67 Crux of Zamaranth................................................. 68 The Tatuaxe............................................................. 69 Guild of Spell Weavers............................................ 72 Order of the Veil..................................................... 73

ABOUT ATTRIBUTES . ....................................... 15 The Five Attributes................................................... 15 Dexterity Skills......................................................... 15 About Skills . ........................................................... 16 Skill Specializations.................................................. 16 Dexterity Skill Specializations................................... 16 Strength Skills Specializations................................... 17 Persona Skills Specializations.................................... 17 Intellect Skills Specializations................................... 18 Aptitude Skills Specializations.................................. 18 Dexterity Skill Definitions ...................................... 19 Strength Skill Definitions......................................... 19 Persona Skill Definitions ......................................... 21 Intellect Skill Definitions ........................................ 21 Aptitude Skill Definitions ....................................... 22

VALE’S END......................................................... 76 THE WORLD OF AZAMAR................................ The Pantheon.......................................................... Mo.......................................................................... Shilutozen............................................................... Sychorax.................................................................. Xaraxamarath.......................................................... Xujof....................................................................... Ash Lord................................................................. Nooks and Crannies................................................ Syndia of the Cliffs..................................................

RACES................................................................... 23 The People of Azamar.............................................. 23 Enfri........................................................................ 24 Immyr..................................................................... 25 Tre’uoall.................................................................. 27

77 77 77 78 78 79 79 80 81 81

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

Balmaricth................................................................. 83 Calendar .................................................................. 84 Holidays of Azamar................................................... 84 Nobility..................................................................... 85 THE GEOGRAPHY OF AZAMAR........................ 85 Toponymies............................................................... 85 Abalos....................................................................... 86 Enfri.......................................................................... 86 Clay.......................................................................... 87 Orb........................................................................... 87 Remell....................................................................... 88 Clay Lake.................................................................. 88 Orb Lake................................................................... 88 Enfri Lake................................................................. 89 Remell Lake.............................................................. 89 Azamar...................................................................... 90 Azamar City.............................................................. 91 Krane........................................................................ 91 Dorissit..................................................................... 94 Vor............................................................................ 94 Wild Lands............................................................... 94 The Forest of Azamar................................................ 95 Uncharted Territories................................................ 95 The Crag................................................................... 95 The Wastes................................................................ 95 The Wizards Bay....................................................... 96 Evercrow................................................................... 96 Adrya Orth............................................................... 97 Guradiin Ithural........................................................ 98 High Tundra............................................................. 98 Lake Loragaarn.......................................................... 99 Sea of Black Water................................................... 102 Obsalos................................................................... 103 Grazen.................................................................... 103 Anathema................................................................ 103 Olm........................................................................ 104 Throng.................................................................... 105 Thiff........................................................................ 105 Keldor..................................................................... 105 Antern..................................................................... 106 Krom...................................................................... 107 The Old Highway................................................... 108 Proving Grounds..................................................... 108 Hall of Memories.................................................... 108 Wyvine Grasslands.................................................. 108 The Dama Plains..................................................... 109

BESTIARY............................................................. 115 Asazis...................................................................... 115 Bearsloth................................................................. 115 Choruan.................................................................. 116 Foragers................................................................... 117 Frost Hulk............................................................... 117 Gaunt...................................................................... 118 Gyet........................................................................ 118 Harrier.................................................................... 119 Hazel....................................................................... 119 High Dragons......................................................... 120 Hydreans................................................................. 121 Kraken.................................................................... 122 Kongamato............................................................. 122 Korac...................................................................... 123 Lurker..................................................................... 123 Nauvowl.................................................................. 124 Orcs........................................................................ 124 Sentinels.................................................................. 126 Shangilar................................................................. 127 Slane Worms........................................................... 127 Spindlers................................................................. 128 Swinders.................................................................. 128 Sycoveen................................................................. 129 Therian.................................................................... 130 Troll........................................................................ 130 Uumul.................................................................... 131 Weth....................................................................... 131 Wind Stalkers.......................................................... 132 Zull......................................................................... 133 Zurn Warbler.......................................................... 134 5

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FIENDS................................................................. 136 Agmai..................................................................... 136 Rakshai................................................................... 136 Revenants................................................................ 137 Saturians................................................................. 138 Syetans.................................................................... 139 Xur.......................................................................... 140

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

COMBAT............................................................... 142 Initiative.................................................................. 142 Initiative Leveraging................................................ 142 Taking Action.......................................................... 143 Multiple Actions..................................................... 143 Movement............................................................... 143 Running.................................................................. 143 Sneaking.................................................................. 143 Executions............................................................... 144 Damage & Healing................................................. 144 Natural Healing ..................................................... 144 Scale........................................................................ 145 Flexible Spell Casting.............................................. 145

GLOSSARY............................................................ 168 CHARACTER TEMPLATES ............................... 170 Bu’Col Priest Bu’Col Shea’Ahk Warrior Enfri Aeronaut Enfri Shadow Human Asceromancer Human Swashbuckler Human Wizard Immyr Fusilier Immyr Soldier Immyr War Priest Shrave Archer Shrave Dragoneer Shrave Monk Tre’uoall Archon Tre’uoall Defiler Tre’uoall Sword Chanter Urbane Assassin Urbane Noble Wyvine Strider Wyvine War Scholar

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

BLANK CHARACTER SHEET . ......................... 190 D6 OGL LICENSE .............................................. 191 6

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positions, the field explodes before them.

Introduction

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

“The sting of defeat is never easy to swallow as it weighs heavy on the pride. Such is the fate of the once noble race of Tre’uoall who are now despised by the others. I watch, as I pray that one day a Champion will rise and unite their clans into one. Then, only then, will Azamar be at peace, and order will be restored to the Blur.”

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

- Torrace Holn Enfri, Master Elemental

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

“Are you joking?! Do those overgrown oafs even realize they’re sitting on a wealth of precious information that could help us all make Azamar a better place?”

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

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

Providence Beckons

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

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

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

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

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

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

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

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

“Okay. What are you doing here, Garn?” A little irritated, Dav restates himself. Mogi walks around the field a little to his left, looking carefully at the crater. “I’m testing,” Garn suspiciously eyes Mogi, “my new invention. It is a boom-barrel, it explodes when disturbed. I made it a little too sensitivious, I guess, since the wind set it off.”

There was a faint smell of smoke and rot on the wind; the three companions crouched as they entered the tall grass. They hid, sensing danger nearby. Just as they took 8

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“Apparently.” Mogi chimes in, sarcastically, but still intent nods his head at Mogi, as they trade glances. on the far edge of the clearing. Seeing Mogi’s hand, Beren drops the barrel on the ground, Garn glares spitefully at Mogi. Dav sheathes his sword. and rushes off to the field on the right and woods beyond. Beren gets up a new barrel of drink from his horse. Mogi The last they see of Beren is as he disappears into the trees, continues walking the perimeter, his bow drawn, an arrow drawing his lance. Dav draws his sword again, mumbling and scowling, crouches down and reaches for Garn to knocked. push his shoulder downward, too. “He is Tre’uoall?” Garn asks, gesturing with his bearded Garn goes to a knee, “What’s going on?” chin at Mogi. “He is.” Beren replies, his voice rough and brash, “Orcs. Two or three.” Dav whispers, “We have a signal tapping the barrel bindings with thick fingers, “Is this a we use. Mogi’s a war scout for the Council.” Dav puts his blade in the dirt, whispers some words and the dirt problem?” rises and falls to the ground around them. A shimmer “No. Not at all. I mean, you do not see them much surrounds Garn and Dav. here. Tre’uoall do not get out much, is all.” The Immyr steps backwards, slowly, from Beren. Intimidated by “You’re a Wizard!” Garn exclaims. the massive Wyvine, he averts his eyes glancing toward “Yes. Stay silent.” Dav, still kneeling, makes gestures with Mogi. his left hand, readying the sword in his right, “They’re “What is it, Mogi?” Dav calls over, Mogi begins crouching close.” along the field and road. Dav watches Mogi intently, Garn turns around and pulls at the tethers holding his waiting and waiting. A gesture occurs as Mogi signals axe in place, loosening it into his hands. The axe drops with a hand on his back. Dav slaps Beren’s shoulder and

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soundlessly and Garn catches it. Without warning, he bursts forward shouting a war cry, rushing straight ahead across the field and consequently, the crater he created earlier. Dav tries to stop him unsuccessfully, pulls back and moves quietly towards Mogi who has not moved since earlier. The stench of rot haunts the wind where Dav joins Mogi, making them both cringe

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

“Come, my friend. Providence beckons,” speaks Mogi to Dav as they move together. As they move into the woods, Second Millennia [Era of Peaceful Songs] they go left along the grass line disappearing beneath the The Second Millennia brought peace to the land of forest canopy. Azamar. Dragons roamed freely throughout the land, and the Fabric held stable by the Order of Wizardry. All people throughout Azamar saw prosperity as all disputes Game Master Note settled and alliances established under the continued The records that exist within the Wyvine’s Hall of arbitration of the Order of Wizardry. Within the many Memories predate the commonly known and accepted realms, the Order of Wizardry established Lyceums, to history of the First Millennia, recorded by the Humans both dispatch Wizards to oversee disputes, as well as for quite some time. Not everyone has access to the recruit new magic users from the far-reaching lands. Hall of Memories; any Non-Wyvine visitors to the Hall must first prove themselves worthy to the Wyvine cause By way of a Lyceum established in the Northern realm of Evercrow, a promising young Tre’uoall enters service before receiving access. as a Wizard; his name is Zintar. Near the end of the Players adventuring in Azamar will be set either in the Second Millennia, this peace ends when Zintar emerges fourth of fifth millennia depending on the nature of as a powerful Defiler. His presence alone, tears the your campaign. Lord Nikolas Bowen at the height of very Fabric between Azamar and the Blur, allowing the his power, ruled the Kingdom of Azamar late into the Fiends to flood into Azamar. The Fiend invasion begins fourth, and at the beginning of the fifth millennia. He the Great War and ends the Second Millennia. is the current King of Azamar. Third Millennia A Recorded History The Order of Wizardry collapses into chaos, unprepared as the dreaded Fiends rise up to hunt the Dragons First Millennia of Azamar. Under Zintar’s influence and power, the Full-Blooded Humans once prevailed over much of the Fiends spread rapidly throughout the world, forcing world of Azamar. An order mostly comprised of Fullthe Dragons of Azamar to return to Dragon Home. Blooded Human Monks, first began recording history Through sheer force of magic and great numbers, the within their monastery located southwest of Dorissit, Dragons fend off the invading Fiends. Never again along its rocky shoreline. Travelers adventuring between do the Dragons trust the people of Azamar as they Krane and Dorissit stopped at the monastery for shelter once did, now betrayed by Zintar and the Fiends he and the Monks recorded the travelers’ fantastic stories. unleashed on the world. While many territorial skirmishes occurred throughout Azamar, most ended quickly through mediation by the The legendary Moonstaff, created for Zintar, near the Order of Wizardry. A great deal of research occurred beginning of the Third Millennia by a Fiend Lord, throughout this period on powerful Magic as the enables Zintar to unite the Fiends. Through this unified earliest magic users explored the source and limitations army of Fiends and the power of the Moonstaff, further of Magic. damage to the Fabric becomes inevitable. The Fiends 10

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wage the deadliest war Azamar has ever seen.

Fifth Millennia [Return of the Dragons]

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

As the Order of Wizardry heals the Fabric, they also appeal to the Dragons who apprehensively return to Azamar, helping magic to slowly regain its potency. Lord Bowen tours the world hoping to ease tensions while the remaining Orc militants continue to pose a threat to established trade routes. The Wyvine and the Immyr unite in an effort to wage war against the remaining Orcs. The Enfri conscript their nation to aid the Order of Wizardry. The Shrave return to the surface, after Millennia away, to answer the call to fulfill their obligations to the Wyvine.

During this turmoil and unrest, the once powerful and proud Tre’uoall keep to themselves. Secret factions and With the Great War ended and the surviving Fiends cults, still fanatically devoted to Zintar’s teachings, do banished, the remnants of the Order of Wizardry not give up on their search and seek clues to resurrect continues repair of the damage done to the Fabric. their fallen leader. Amid mistrust and anger, the major races blame each other for the Great War and the near extinction of the “The best lesson to learn is that the more we know, the more Full-Blooded Human race. Orcs, sensing the weakness we realize how little we do.” and conflict, take advantage of an opportunity to return - Pull Vhangratin, Human, Head Master, Academy of to the surface and begin a campaign across the surface Science and Sorcery of Azamar. The war with the Orcs is enough to fracture the Order of Wizardry into factions, now each centered on different methods of using magic. Exploring Azamar Fourth Millennia [Era of Infinite Sadness]

In the midst of the Orcish War, a Full-Blooded Human Azamar is a world where many worlds touch and overlap arises to power, claiming nobility as a Prince of Azamar. through Magic. Under the Prince’s direction and leadership, the Orc Each world separated by a barrier the people of Azamar armies are defeated and scattered. call a Fabric. The Fabric is not something most people The Prince, Lord Nikolas Bowen, is crowned King can touch or understand. Most commonly used for of Azamar towards the end of the Fourth Millennia. referring to the Fabric between Azamar and the Blur, a The King is a strong, intelligent leader who is able to world overlapped with Azamar where the inhabitants are unite most of the nations across the breadth of Azamar. immensely powerful and deadly magical beings known as However, with a heavy disdain remaining towards the Fiends. The Fiends serve a council of some kind referred Tre’uoall, who endures most of the blame for the Great to as the Fiend Lords. At any given time, ten Fiend Lords War, because Zintar was once one of them, Lord Bowen direct and govern the other Fiends in the Blur. is unable to offer their kind protection. The King While the Fabric is not tangible, the Blur-Touched or establishes various Tre’uoall camps on the outskirts of those who can perceive Magic may concentrate and see Azamar territory to reduce interracial conflicts. where damage exists or holes are open. When damage Lord Bowen also re-establishes the Order of Wizardry comes to the Fabric, it reverberates and releases Magical under the royal seal, while most of the now fractured energies, if uncontrolled, have physical or otherwise Wizard factions refuse official membership; most of powerful repercussions capable of damaging the breadth them send emissaries to participate as a show of good of Azamar. Under controlled circumstances, some users faith to the crown. of Magic are capable of manipulating the Fabric and 11

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drawing upon released Magical energies to fuel their own spells. The next closest, over-lapping world to Azamar is the Slip Realm. The only known creatures natively living in the Slip Realm are vile, winged beasts known as Gaunts. They serve a greater master, known as the Ash Lord. Many old religions in Azamar depict the Ash Lord as an underworld God. Those few who are capable of stepping in and out of the Slip Realm do so cautiously, as Gaunts are powerful and unforgiving creatures not worth confronting.

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

tHe AxIom

Becoming a magic user involves a realization. The realization is an understanding of the relationship between Azamar and the Blur, and their relationship with magic. This understanding known to magic users and Supernatural beings is the Axiom. The old myths A rarely visited world, Amonde, is a world essentially on discuss the Axiom with reserved reverence, noting that the opposite side of the Blur. Many people in Azamar this unifying truth is both a great boon to the people of believe Amonde is the world of the Gods, where they wait Azamar, as well as a curse. for those powerful enough to traverse the Blur to ascend among them. Regardless of the myths surrounding Amonde, no known Wizards returned from the Blur, so no solid information exists of Amonde beyond speculation. In Azamar, there are many divides to cross. Azamar is a world separated by oceans and lands, rivers and mountains. The people of Azamar live apart in fear of war; they live apart because of race and station. The intricacies of living in Azamar are delicate lines, and you may one day cross those lines, perhaps all of those that divide. For the tyro to the old hand of experience, Azamar offers natural wonders and unspeakable horrors to explore, learn, and overcome. The remaining Humans inhabiting the main continent of Azamar live in distinct groups known as the Urbane and the Bu’Col. The Urbane believe they are more refined and sophisticated than the Bu’Col, who live in the country in smaller, closer-knit villages and townships. Neither the Many seek to abuse the power that rises from knowledge of Urbane nor the Bu’Col are Full-Blooded Humans, now the Axiom for their own benefit and repress the people of divergent bloodlines who dispute their purity. Azamar. Conversely, others seek to ameliorate the lives of There are also several monasteries scattered around the all those on Azamar. This divide and disagreement in the world belonging to the Reticent Order of Ascetics, sworn way to use the Axiom long ago forced the earliest magic to silence, they observe the world waiting and watching users into a war. From the Great War, came powerful for the day when the Fiends return. No one understands magic now long since forgotten, though many seek to why the Ascetics wait, but the belief is that they are the uncover those ancient secrets. This ancient knowledge, army that will push the Fiends back across the Fabric called Anteprofidian, thought to represent the means to should they ever again invade Azamar. overcoming the opposing side. Despite the convenience of the large cities in Azamar, the Urbane are such sycophants that they believe they deserve sparing should the Fiends ever invade the whole of the world. The Bu’Col are less naïve of the roles they

tHe neW WAr While the tide of the Great War fell with a victorious defeat over Zintar, his followers remained and dispersed. 12

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

How it works: Players roll dice when their Characters use Skills to accomplish something and there is a chance of failing. The Game Master, (GM), provides Players with the required Skill to roll; they roll some dice, add up the values and provide the sum to the GM. The sum of the rolled dice then compares against a Difficulty Rating, (DR). Each DR has a Target Number (TN). The TN provides the sum needed for a successful roll.

A player does not roll when doing an effortless task, such Over the centuries, Zamaranth grew in power. She as walking down the road. discovered the location of an Anteprofidian library, and used every resource to gain access. Unable to open Target Number Difficulty the library, in frustration, she exposed her presence to Rating a nearby Asceromancer Lyceum. A battle broke out, marking the beginning of the new war between good and Easy 6 evil across Azamar. Defeated in that battle, Zamaranth Moderate 13 retreated and hid. Ashamed of this defeat, she swore Difficult 21 vengeance, and started a conspiracy to return Zintar from Very Difficult 31 his imprisonment. The difficulty in this task was not in Heroic 46 releasing him. The difficulty lies in finding him. Zintar’s prison, woven of Anteprofidian magic, moves and is Epic 60 nearly impossible to locate. Zamaranth waits for her plan to unfold. Across Azamar, the various nations wait, as well. War threatening each day as news returns of the Game Play dark endeavors that unfold. Bracing at the brink of this Great War, Azamar seems quieter now. As the divides Azamar uses game play that breaks up the role-playing between race and station distort, the people of Azamar experience into Seasons, Episodes, Settings, Scenes, and wait in the quiet before the storm. Rounds. Seasons are a group of Episodes, or Sessions. An Episode is a period where Players get together to play Azamar, typically four or more hours. A Setting is he ame a specific environment or greater climate for a game; in “Rules only matter when there is a need to describe the order this case, the setting is Azamar. Scenes are places where of the world around us. It’s the best way for us to converse Characters are located currently within Azamar. A scene with the other people of the world.” can involve watching other Characters in combat. If the - Pull Vhangratin, Human, Head Master, Academy of Characters enter Combat, they begin a Round, which is a Science and Sorcery measure of the sequences within a Combat Scene. Once in a Round, Characters may only take a specific number of actions due to the dangerous and extreme conditions The Basics inherent to combat.

T G

Azamar uses the Cinema6 RPG Framework, (c6), for rules. C6 uses only standard, six-sided dice and a simple set of rules for adding up the dice to determine success or failure. 13

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

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

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

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

Earning Cinema Points During an Episode, a GM may reward a Cinema Point to a Player for a successful and dramatic Roll or just for thinking outside the box, solving a puzzle, or otherwise creative thinking. A GM may reward a Cinema Point to a Player for Role Playing extremely well during the Episode. Whenever a Character overcomes an enemy, a GM rewards Cinema Points based upon the Experience Value of the defeated opponent. The Experience Value of an opponent relates directly to the difficulty of prevailing over that Character in combat. After a defeat, a GM rewards Cinema Points to all Characters in the party. Below is a chart that assists in assigning Cinema Points for defeated opponents based on the methods used for defeat.

Method of Defeat Killed (Slain) Outwitted (Deceived) Converted (Persuasion) Obviated (Tactics) Captured

Estimated Value x1 x2 x3 x2 x3

Whenever a Wild Die results in a six (6) on the first roll, the Player rolls again, as well as any following time a six At the end of every Episode, a GM rewards Cinema (6) occurs. Each six (6) adds to the total sum of a roll. Points to all Players for their progress in the story, staying in Character, teamwork, and generally for surviving. Whenever a Wild Die results in a one (1) on the first roll, The typical Cinema Point reward for an Episode is three this is a failed roll. The GM may ask for a second roll to eight (3 - 8) Cinema Points per Player; normally the to determine the degree of the failure. If the second roll number is a blanket amount unless one Player does 14

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something extraordinary during an Episode. A GM Attributes. may also create special rewards for completing a group of An Average roll during game play revolves around a Episodes, as a Season, or for completing a major quest or Character succeeding with a three to four dice score (3d story premise. - 4d) in a given Skill. At no time should an Attribute roll occur absent of an attached Skill intent. For example, a Spending Cinema Points Player with three dice (3d) in Strength wants a Character If a Player chooses to spend a Cinema Point during an to Climb a wall, but has no dice score in the Climb Skill. Episode, they lose one (1) Cinema Point and one of two The GM instructs the Player to roll the three dice (3d) things can happen, you get to roll at least one (1d6, this is from Strength, since it is the parent Attribute however, always a “Wild Die”) die and add the result to the current the attached Skill intent is Climb. The Character Record roll, or activate a Character Feature. The bonus applied for Azamar uses dots to represent dice. If you need help by a Character Feature typically involves rolling two or with interpreting the dots on the Character Record, please more dice (2d6, at least one of the dice rolled is always a see the below chart. “Wild Die”). In some cases, activating a Character Feature provides a magical effect or a body weapon, and these have Dot Representation Number of Dice specific rules and guidelines associated with them. If a )! 1d or one die Player chooses to spend Cinema Points between Episodes, ! ! 2d or two dice it is for Improving a Character. Improving a Character involves increasing Skills & Attributes, buying new ! ! ! 3d or three dice Features, and modifying other stats. See the Characters Development Section for more information. ! ! ! ! 4d or four dice Opposed Rolls

! ! ! ! !

5d or five dice

! ! ! ! ! ! 6d or five dice When a Character takes action against another, both Players make Opposed Rolls. The higher roll wins. A tie requires a re-roll. A GM may set Advantages for one of The Five Attributes the Players in the Opposed Roll given the context of the Dexterity situation as needed. This Attribute dictates your base Initiative, the speed of Opposing your physical prowess, including tasks that involve handSituation Modifier eye coordination, motor skills and situations that call for grace under pressure. Dexterity is the Parent Attribute Small Advantage +1d for the Skills: Initiative, Athletics, Brawl, Dodge, Heavy Good advantage +2d Weapons, Melee, Pick Pocket, Ranged, Riding, Sneak, Strong Advantage +3d and Throw.

About Attributes

Strength

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

This Attribute dictates your Hit Points and Move. Whether you crash through a wall or square off against your arch nemesis, this is when Strength becomes vital to your longevity. Strength is the Parent Attribute for the Skills: Vitality, Climb, Grapple, Jump, Lift, Push-Pull, Stamina, and Swim. Persona This Attribute determines whether your Character is likeable, how one is received by others, if one is easily

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trusted, (whether genuine or not), or whether an effective • Vitality: Used to absorb and resist damage when hit. leader. Persona also determines how well a Character interacts on a Magical level. Persona is the Parent Attribute About Skills for the Skills: Artisan, Command, Deception, Empathy, Gambling, Intimidation, Languages, Persuasion, and The list of Skills included with the basic Character in Azamar is comprehensive and covers the breadth of Willpower. Character actions available to players. Development Intellect of more general Skills with Azamar is intentional. The This Attribute measures the academic and mental capacity following Skills cover the majority of actions any Player of a Character. How well were they schooled? Do they may desire taking with a Character while in Azamar. have a sharp wit that allows survival? Intellect reflects how quickly a Character’s mind processes information Skill Specializations during critical moments of stress. Intellect is a Parent Many Skills have Skills Specializations representing a Attribute for the Skills: Academics, Business, Culture, focused area. Below is a quick list of Skills and possible Law, Medicine, Politics, Search, Streetwise, Survival, and Specializations. Tactics. Dexterity Skills Aptitude • Athletics - Use to do complex physical maneuvers. This Attribute represents a knack in operating, understanding, and performing often more mechanical • Specializations: Acrobatics, Balance, Finesse or technical tasks with technology and the surrounding world. Typically, a high score in Aptitude reflects that • Brawl - Use it to kick, punch, and utilize some a Character comfortably and naturally understands what martial arts. others normally require training to understand. Aptitude is the Parent Attribute for the Skills: Communication, • Specializations: Boxing, Martial Arts, Claws Demolitions, Engineering, First Aid, Navigation, Operate, Piloting, Security, and Vehicle Weapons. • Dodge - Use for avoiding any attack. Derived Stats • Specializations: Feigning Arrows, Thrown Weapons, The derived stats for characters are Hit Points, Initiative, Fencing Move, and Vitality. Players should only calculate these four character stats at Character Creation. After • Heavy Weapons - Use for ballistae, trebuchets and Character Creation Hit Points, Initiative, Move, and other heavy weapons. Vitality increase independent of any Attributes. Initiative and Vitality increase like Skills, Move increases like Skill • Specializations: Ballista, Catapult, Scorpion Dart Specializations, and Hit Points increase using a constant Thrower cost. Derived Stats

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

• Hit Points: How much damage a Character may suffer before death. • Initiative: How quickly you or your group react in combat. • Move: The number of spaces a Character can move in a Round.

• Specializations: Axe, Dagger, Improvised Weapon, Long Sword, Two-Weapon • Pick Pocket - Use for personal theft. • Specializations: Bump and grab, Swipe and Run • Ranged - Use for firing bows or other ranged

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weapons.

• Specializations: Drinking, Hold Breath, Poison

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

• Swim - Use to swim through water. • Specializations: Cold water, Deep water, Diving, Strong Current

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

Persona Skills

• Specializations: Azamarien Horse, Gyet, Weth

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

• Sneak - Use for avoiding detection by others. • Specializations: Silence, Darkness, Holding Still

• Specializations: Acting, Dance, Drawing, Sculpting

• Throw - Use for throwing any object

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

• Specializations: Dagger, Improvised Weapon, Short Sword

• Specializations: Inspire, Objective

Strength Skills • Climb - Use to scale a vertical surface.

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

• Specializations: Cliffhanging, Ice, Rock

• Specializations: Forgery, Impersonation, Long Con

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

• Empathy - Use for identifying the motives of others. • Specializations: Diplomacy, Mediation, Psychology

• Specializations: Long Leaping, High Jumping

• Gambling - Use for games of chance.

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

• Specializations: Cards, Dice, Sword hand

• Specializations: Levers, Strapping

• Intimidation - Use to appear menacing to others.

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

• Specializations: Frighten, Threaten • Languages - How well one learns other languages and how many languages are already known.

• Specializations: Improvised Wheels

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

• Grapple - Use for wrestling and subduing an opponent. • Specializations: Restraint, Martial Art • Stamina - Use to act longer, resist certain poisons or diseases, and increase tolerance to ales and wines.

• Persuasion - Use to charm or convince others to see a point of view. 17

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• Specializations: Pressure, Seduce

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

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

• Specializations: Desert, Forest, Mountain, Tundra

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

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

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

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

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

• Communications - Use to communicate effectively at long range.

• Business - Use for bargaining and conducting business.

• Specializations: Hooded lantern, Smoke signal, Symbology

• Specializations: Appraisal, Bargain, Bartering

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

• Culture - Use for understanding other cultures.

• Specializations: Arrange, Defuse, Manufacture

• Specializations: Enfri, Immyr, Orc, Tre’uoall, Wyvine • Law - Use for understanding local laws and customs. • Specializations: Azamar City, Grazen, Throng

• Engineering - Use to design, manufacture, and repair complex devices or mechanisms with lots of moving parts. • Specializations: Fix, Improvised Repair, Schematics,

• Medicine - Use for applying advanced medicinal practices.

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

• Specializations: Herbalism, Triage, Surgery

• Specializations: Bandaging, Stabilizing, Tourniquet, Triage

• Politics - Use for understanding local politics. • Specializations: Aristocracy, Autocracy, Democratics, Espionage

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

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

• Specializations: Cartography, Orienteering

• Specializations: Investigate, Listen, Spy, Tracking

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

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

• Specializations: Enfri Gadgets, Magic Devices, Pulley Systems

• Specializations: Networking, Rogue’s Guild 18

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

• Piloting - Use to drive just about anything that flies, floats, or moves on the ground, that is not a mount. • Specializations: Air Ship, Galleon, Wagon, Wyvine Clipper

Melee

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

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

• Specializations: Escapism, Evasion, Lockpicking, Traps

Pick Pocket

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

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

• Specializations: Cannon, Mounted Ballista, Mounted Heavy Crossbow

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

Dexterity Skills Initiative

This is how quickly you react, whether you are rolling for yourself or for a group, it is sometimes vital to go first in Riding order to survive potential casualties. Whether flying, aquatic, or land-based, the Riding skill dictates your control over riding creatures. No matter Athletics what the difficulty, sometimes the creatures will have Whether diving through the air with grace or are able to ideas of their own, and that is when the best Riders can pull off death-defying physical feats, then you are using maintain control. the skill of Athletics. Using Athletics will help your Character get in and escape from situations no ordinary Sneak person could conceive, do complex physical maneuvers, The art of stealth is essential to survival. Sneak allows you run at great speeds, and add a little flavor when swinging to move without detection or conceal an item so it remains a sword. hidden. This skill helps overall in avoiding detection by Brawl others.

The act of brawling covers a lot more than just punching; Throw it involves blocking, kicking and some martial arts. When The ability to throw an object uses this skill. Clever in a situation and unarmed it is time to put up your dukes throwing involves understanding how an object will and make sure you are the last one standing. bounce and where it will go afterwards, which is especially Dodge useful with explosives. You dive for cover! When the action gets intense this skill Strength Skills is critical in staying alive. Dodging an attempt to attack will help avoid harm. Vitality Heavy Weapons

Used to determine how much damage, punishment, and 19

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suffering a Character can absorb before losing Hit Points. As well, Vitality determines how long a Character can stay conscious due to pain, torture, or similar effects. Climb Used when your Character scales a vertical surface that requires a bit of skill or when under stress. Jump This determines the distance a Character can clear in a jump, horizontally, vertically or a combination of both. Whether you are jumping from vehicle to vehicle, rooftop to rooftop or sprinting through some hazardous terrain, Jump will often determine the difference between life, death, or serious bodily harm. Lift While brute strength alone is a good thing to have, the instinct that guides you through lifting an object so you will not hurt yourself is a better idea. This skill allows you to lift objects much heavier than is comfortable or normal. Push-Pull The raw skill behind pushing or pulling an object to get it moving, and understanding the basics behind momentum and torque to aid in this task allows you to push or pull a normally stationary object to some advantage, such as pushing open a door that is stuck. Grapple Being able to bring your opponent into a submissive hold can always help prevent an undesired action. Unlike brawling, the art of Grappling may come in handy when the situation calls for it. Stamina Your endurance is essential. A high stamina allows you to act longer as well as resist certain poisons or diseases, including an increased tolerance to ale and wine. Swim If you are battling a raging rapid or swimming a long distance, Swim determines how long the Character can survive before succumbing to fatigue or cramping.

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Languages

Persona Skills

Knowing more than one language can help especially on a large world like Azamar. Language barriers often An artistic flare or a well-trained eye can help interpret hinder encounters between people, but the well traveled ancient works of art as well as modern ones. This skill often know how to recognize mannerisms and dialects. governs artistic areas such as acting, dance and music. Languages, determines the number of fluent languages your Character understands. Everyone starts with at least Command one native language. Inspiring a legion of troops just before battle is no easy Persuasion feat; those gifted with Command seem to pull off amazing inspirational speeches. Whether it is a platoon of rag-tag When you wish to charm or convince someone to see a militiamen, or a squadron of experienced mercenaries, point of view, use Persuasion. those with Command can often influence the tide of Willpower battle. Resisting another’s will to dominate you or pressing yourself Deception to move on is a trait vital to survival. Exert supernatural The act of subterfuge or tricking those around you is a trait abilities, such as using Magic through Willpower. Under possessed by many. Those who make a living by deceiving strenuous conditions, the mind and physical body are at others to obtain information often find employment as risk of reaching a breaking point. Willpower is a measure mercenaries. Use Deception when a Character wishes of your ability to resist that breaking point. Use Willpower to conceal their own motives, lie to others, impersonate when resisting con, persuasion, and intimidation, or when another, blend into a crowd, or fast-talk their way out of using supernatural abilities. a situation. Intellect Skills Empathy Academics The need to recognize the truth in others is imperative and any good interrogator will use it to navigate around A background rich in Academics will benefit any the Deceptions of others. Use Empathy when a Character Character. Did you attend school? How far did your wishes to reveal the truth from others, recognize emotional Character advance? Depending on a situation and the reactions, or just understand and identify small white resources and time at your disposal, the use of Academics lies. may act as a bonus to another skill. Artisan

Gambling

Business

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

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

What is the difference between our cultures? Those with a high rating in Culture know what to look for to find those Sometimes in order to get your way you have to make differences. Culture indicates your awareness and study of those around you feel uncomfortable. Intimidation a culture’s preference with art, etiquette, history, literature occurs when you wish to appear menacing to the point and religion. Culture may also aid you in negotiations where it breaks the will of opponents. where if the situation were sensitive, you would not want to offend your guest due to ignorance. Intimidation

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Communications

Law

Styles of law enforcement vary from place to place. Using The ability to Communicate effectively is essential during Law, you know what to look out for and have a basic to hikes into the jungle or when venturing into dangerous mountains plagued by ogres. Long-range communications complex understanding of local laws. often involve smoke signals, hooded lanterns, or magic. Medicine Demolitions From applying medicinal herbs to performing surgery, the knowledge of Medicine and using it properly can spell the Knowing how to place explosives and time detonations is a craft not easily mastered but highly sought after. Regardless difference between life and death. of intent, those experts in the field of Demolitions have Politics little trouble finding employment. The better you are in Politics allows you knowledge of local people in office Demolitions, the more complex the explosives you can and key figures in more regionalized Politics. Politics can pull off. influence your dealings with local authority figures that Engineering are giving you a hard time or knowing the proper people A high skill rating in Engineering will allow a Character to to bribe when a situation gets sticky. perform basic maintenance and repairs to major overhauls Search to any device or mechanism with lots of moving parts. Use Search to counter Pick Pocket, Sneak, Deception, Having a team of engineers at your disposal will help (when used for impersonating others), and generally lower the overall difficulty. from when perceiving clues, identifying details, spotting First Aid danger, and observing changes. While Medicine covers the knowledge of drugs and surgery Streetwise techniques, First Aid covers the intense concentration and Criminals come in all shapes, sizes, and species. While the hand-eye coordination involved when carrying out the preferred methods vary, their upbringings typically the task of stabilizing someone in an emergency. start on the street. Tricks of the trade learned here come Navigation through their knowledge and networks. The more attuned the criminal the more informed they would become when The ability to get from Point A to Point B is not a feat for the word gets out. Rumors also emerge from every corner, the timid. The art of Navigation allows you an adequate and the chances of you hearing it first will be determined knowledge of charts and understanding of magnetic north. Depending on your Navigation, you are able to predict by Streetwise. the distance and time, and food consumption, and have Survival an understanding of what lies along the destined route. Deep down in every being’s core is the essence of survival. Operate Survival is the ability to live in the harshest of terrains. Survival is the ability to change, adapt and live off your Sometimes you can just walk up and comfortably Operate a device or complex machine without an understanding of surroundings. its innards. You are using Operate to easily identify and Tactics control a machine without the worry of understanding Gaining the upper edge over your opponent is a trait every little aspect of how it works; from a simple pulley practiced by many, but mastered by few. Use Tactics system used to raise and lower a drawbridge, to a complex against your opponents to add a bonus to Initiative or machine created for producing light without fire. other Skills, as the GM deems appropriate. Piloting

Aptitude Skills

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Pilots can find employment easily everywhere and often love their chosen trade for the rush and the freedom of traveling. Piloting is the ability to drive just about anything that flies or moves on the ground. Those who wish to dodge enemy fire while Piloting a vehicle use their Piloting skill. If a ship or vehicle has a Maneuverability rating, that value augments the Pilot’s roll. Security The security of information, individuals and items is highly sought after everywhere. Security patrols and sentries are often found in every corner and can be dangerous. Yet they apply very different techniques in eliminating potential threats. Those understanding how security works are able to slip by undetected and possess unique talents. Use Security when a Character intends to avoid Sentry patrols or similar countermeasures.

ten course supper. They boast an open-minded nation where all are welcome, though their homes are smaller than is suitable for most guests. The Humans are a scattered race. The Bu’Col are of those Humans whose bloodlines directly involve Tre’uoall. The Urbane are of those Humans who believe they are FullBlooded, but truly know they are not. Full-Blooded Humans are rare, and can trace a long lineage back, as well as pass a magically executed test. FullBlooded Humans hold an especially strong connection with magic and the Blur.

The Immyr are a race of rugged, somewhat fool hearted folk, who dwell primarily in the Inferium, claiming birthrights to an especially large region beneath the surface. Their claims go unverified. The Shrave live in the molten depths of the Inferium, far below any other Vehicle Weapons race. Their kind remains elusive and ancient, directly Firing guns on a ship or vehicle takes a lot of coordination connected to and descended from the High Dragons. and training. Those proficient in using Vehicle Weapons are able to fire a vessel’s weapons accurately. A ship’s The Shrave population is massive and they outnumber weapons may contain a Fire Control rating which most other civilizations in Azamar by about three to one, but most prefer to remain in the safety and comfort of augments your Vehicle Weapons. their homes deep in the Inferium.

Races

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

“It is in variety that Azamar knows true strength. If we do not recognize what each of us offers, we shall fall.” - Zee’Get Wazzle, Enfri, Ambassador to Olm The People of Azamar

The Wyvine are a race of warriors and scholars, who above all else value courage, compassion, honor, humility, and Across the lands of Azamar live many creatures. Amongst tradition. The Wyvine society is seafaring at its heart, as these creatures are the Humanoid races. The various races their race has its roots on the Western coast of Olm. Many represent the thinking, peace-loving people who populate Wyvine travel great distances to experience the finest in most of Azamar. smoking weeds. These races include the Enfri, the Humans (who are divided into three groups: the Bu’Col, the Full Bloods, and the Urbane), the Immyr, the Shrave, the Tre’uoall, and the Wyvine. While Orcs are also humanoid, the other races do not consider them equals due to their territorial nature and inability to negotiate for peace when approached. The Enfri are a race of inventive, high appetite, short folk, who value adventure and experience as much as a good 23

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Enfri

as such. Enfri prefer peaceful existences, avoiding politics and war. The Enfri enjoy the finest foods and beverages, savoring them with unusually large appetites. Most Enfri will go the extra mile in acquiring unique food and wines, especially those of the Tre’uoall or Wyvine, which they prize above all others. Each year, many Enfri make a pilgrimage to the Hall of Memories where they do research and on the archives of the experiences chronicled by the Wyvine across many centuries. Enfri apply their communal knowledge towards the development of innovative and new machines, as well as towards inventions to make daily living easier for all the people of Azamar. It is because of an Enfri invention that the Azamar capital city has running hot and cold water in the royal palace without the aid of Magic. The Enfri move all the races of Azamar forward in thinking, but there are misconceptions about their machines as Magical due to ignorance, so Enfri are cautious when introducing them.

Most Enfri make capable engineers and researchers, however, some have taken up becoming thieves, due to their knack with locks and complex devices. Enfri wear light clothes, made from wools and cottons, layered for colder climates and wearing less for warmer. They often use small pack animals as mounts, and do little traveling in cold weather, keeping their explorations and vacations to Homeland: Abalos warmer seasons. Enfri scarcely commit to a war, however Main Attribute: Aptitude when they have done so, they are extremely effective and Senescent Age: ~300 years proficient. Enfri have darker, black or brown, hair, gray or brown eyes, and darker shades of skin. They stand Restriction: Due to their small size, Sneak Attacks are DR on average from a third to a half of Human average Difficult, and Executions are DR Heroic. height and weigh-in near Human children. The Enfri Background: The Enfri are a peaceful race originating from export small traveling devices, Enfrin Stout Ale, and raw the continent of Abalos. Known for their love of festivals materials such as lumber and unrefined ores. and wacky inventions such as flying machines, steed less carriages, and weaponry, they are encouraged to explore Outlook: their imagination. Enfri choose to explore the world Full-Blooded Humans: “While an endangered people, the around them, leaving home to seek wealth, fame and last of the Humans are the reason Azamar remains safe adventure. Farmers, Engineers, Scientists, and Archivists, today. It is by their sacrifice that we survive them.” the Enfri people live carefree lives in and amongst the other races. They live in small townships, preferring them - Carridol Fenn, Enfri, Engineer to large cities, enjoying both the privacy and freedom. Bu’Col: “These distant relatives to the Tre’uoall struggle Abalos, homeland of the Enfri, contains many rolling hills between the world of the Humans, the Urbane, and finding and small mountain ranges as well as lakes, rivers, and an identity among the Tre’uoall people. They cannot extensive caverns. The Enfri are non-judgmental towards embrace an identity until they embrace themselves.” the other races on Azamar, and keep amiable relationships, 24

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- Heth Vinch, Enfri, Archivist and Researcher Urbane: “I wouldn’t trust an Urbane diplomat as far as I could throw ‘em. And ya know its not too far, eh?”

Immyr

- Filligree Risth, Smoke Weed Farmer Shrave: “Yeah. I remember seeing one of them at some official estate ceremony a long time ago. Definitely got the Dragon in them. Its for certain.” - Cullighan Wuld, Enfri, Diplomat Immyr: “These guys build some really, really neat underground cities! Worth befriending, if you meet an Immyr within your travels. Just be sure that when they are grumpy, you remain within their good graces.” - Uridoom Riltton, Enfri, Explorer Tre’uoall: “Most of what is said about the Tre’uoall is not true. They are a noble race who have fallen under negative scrutiny only because Zintar was once one of them. I feel sorry for them and help out whenever I am able.” - Dit Somdark, Enfri, Seamstress Wyvine: “I met a Wyvine once. She was part of a heavily armed group of mercenaries who were traveling north through Krane on their way to Dorissit. She was a fantastic storyteller, who recounted many acts of heroic deeds in battle. Truly a fearless race.” - Kraat Silvershaker, Enfri Wizard, Path of the Asceromancers

Homeland: Loragaarn Main Attribute: Strength Senescent Age: ~500 years Restriction: Immyr are just not quiet folk, they tend to speak when nervous, and they tend to channel their nerves through a war cry. All Sneaking difficulties are one higher than normal (DR +1). Background: Miners, Smiths, Soldiers, and Explorers, the Immyr [im-meer] Dwarves primarily work and live beneath the ground, rarely taking time to go to the surface. Hailing from the Inferium (the cavernous underground) the Immyr have major cities under every continent. The newest city, Traggart, is under construction below the North Eastern mountains on the continent of Azamar, just south of Dorissit. The Immyr are very secretive about Traggart since the main goal of this Immyr Stronghold is to rid the Wild Lands of the Orcish threat. The Immyr are a strong people known for their endurance, architecture, magical weapons,

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and strong ales. The Immyr live in parallel with the Blur, while they do not make good wizards, they are all capable of utilizing their closeness with Magic to infuse objects with Magical effects. The Immyr are a long-lived, extremely tough people, some of whom even remember the Fracturing. While the Immyr do not dispute the claims of the Humans about the Tre’uoall, the Immyr do not hold the entire race accountable for the event. Immyr rarely visit the mainland of Azamar, preferring to live beneath it in the Inferium. An old Immyr tradition is designing small, extremely complex puzzles for their children and then presenting them with these items when returning from long digs. In some cases these puzzles were ornate and magical and always held a prize. Immyr often wear fine jewelry and expensive clothes. Their civilization, despite its location in the Inferium, is rich, and they live lavishly with food, clothes, and other luxuries. Immyr prefer comfort to vanity, so when traveling they go with sensible options, wearing arms and armor in times of war or when performing guard duties. Immyr are about one-half to three-quarters the height of average Human, but similar in weight. They tend to be heartier than Humans and more rugged. Their eye and hair color ranges are just as diverse. Immyr speak an old dialect called Immyrian. Many of those who do not understand Immyrian call it “Rock Biter”, as spoken it sounds like a mouthful of gravel. Besides the export of jewels, ore, and stone from the mines, the Immyr also export their Ale, a highly intoxicating drink.

Outlook:

- Oberhon Hewn, Immyr, Prince to Crown of Loragaarn Shrave: “These creatures lurk in the dark, in numbers by the thousands. They are dangerous and should only be attacked when we have numbers; else, they escape and return for vengeance in the night. - Kamehen Rockbiter, Immyr, Elemental Enfri: “These little people have the biggest hearts in all of Azamar. Most can be trusted but do not take them for granted; only a handful are concerned about their own well-being. Keep in mind the Enfri can get into places most cannot.” - Ragen Stoneshaper, Immyr, Stoneshaper Clan Tre’uoall: “Thieves and liars, these cowards prefer to hide in their forests and refuse to accept responsibility for one of the greatest tragedies in Azamar’s history, the nearextinction of the human race.” - Nerin Doomhammer, Immyr, Warrior Wyvine: (While intoxicated) “Wyvine’s are a lot like us, a proud race of great warriors. Most are reasonable within a small group; a large number of Wyvine gathered together can often turn… *hic!* chaotic without any warning. Often having trouble dealing with non-Wyvine, they seclude themselves back in their strongholds amongst their own kind after having complete their Urikuak…whatever they call It.” - Rex Jewelcrusher, Immyr, Stonecutting Apprentice

Full Blooded Humans: “These folk survive by little more than the hair on their chins. I do not look forward to the day there remains only one.” - Kalhzar Renderalimb, Immyr, Ale Smith Bu’Col: “They struggle for the very nature of their souls. I say we toast them to their struggle, and toast them again to ease the pain along the way. Ha!” - Stern Stonefury, Immyr, Zurn Cutter Urbane: “Liars and braggards, they play at foul games to survive the impending doom of the future… while the true Humans go extinct, they do nothing.” 26

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Tre’uoall live in harmony with all things, thus are closer to the Blur. Despite their spiritual closeness and long lives, the Tre’uoall are not trusted or considered wise. Tre’uoall often move in small to moderately-sized nomadic groups, rarely traveling en masse, fearing that Humans will one day attempt genocide on the Tre’uoall. They do find refuge in the Immyr lands of Loragaarn, the poverty stricken districts of various Human cities, and rumors even exist of a far away realm where the Tre’uoall still have a nation, though this was never confirmed. A Tre’uoall always hides magical talent of any kind due to the existing prejudices towards them as well as those who generally fear magic. Tre’uoall are pervasively excellent at hiding and remaining quiet while moving in the wilderness as most of them are at least sensitive to the vibrations of the Blur, which is always affected by any use of Magic. Even the youngest of the Tre’uoall can instinctually detect very powerful magical events at great distances. A Tre’uoall prefers lighter clothes and natural fabrics. While they wear clothes made from plant life, a handful there are some Tre’uoall metalworkers, considered the best at binding magic with metal. While though they rarely adorn their fare, they choose to sell it for high prices. A Tre’uoall tends to have skin shades similar to Humans, some bear tattoos. Most Tre’uoall have little body hair, primarily having hair for eyebrows and head hair which they grow long and often braid. They are similar in height to Humans, however Homeland: Nomadic much thinner on average. Tre’uoall normally have blue or Main Attribute: Persona green eyes. They rarely have silver or golden eyes, which is considered a great blessing for one of their kind since such Senescent Age: ~1,800 years a feature is considered magical in nature. Tre’uoall export Restriction: Tre’uoall are naturally empathetic beings, close Wine, Bowyer and Fletcher wares, as well as alchemical to nature, and close to animals. When a Corruption Event brews. occurs, or when many lives are taken at once, a Tre’uoall feels it and must survive the experience, Willpower DR Outlook: Moderate, or suffer Damage: 1d + 36. Full Blooded Human: “Our long lost cousins do not see the Background: Considered primitives and untrustworthy by role they play in things to come. If the last of the Full Bloods other races, especially the full-blooded humans of Azamar, passes, so shall we all.” the Tre’uoall bear the blame for starting the war against Zintar and his army of Fiends. Modern Tre’uoall possess - Fischelt Preysce, Tre’uoall, Swordchanter no main city, instead dwelling throughout the land of Bu’Col: “They cling so hard to their roots, but do not Azamar amongst any race willing to tolerate them. Some understand that at one time we were all but a single people; live in the forests and establish small communities, but only we remember now.” do not trust others, even their own “cousins” who choose to live in the cities. They view them as domesticated by - Nu’ern Pahl, Tre’uoall, Nauvowl Trainer and High the other races and therefore no longer true Tre’uoall. Archon Hunters, Scouts, Assassins, Thieves, and Mystics, the Urbane: “It seems they wish they were something else, which 27

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

Wyvine

- Asna Qilles, Tre’uoall, Dragonrider (unconfirmed) Shrave: “Their motives are unclear and their kindness brings trust, but they serve the heart of the ancient Dragons, and in that heart is nothing, but hate and fear and the suffering of magic. Their burden is not one I would choose to carry.” - Elreen Leafthurn, Tre’uoall, Order of the Veil Enfri: “However kind they may be, if you listen to them you will never have a turn to speak. Do not lend them all of your trust, but respect their views and the peaceful lives they have crafted for themselves amongst all this turmoil and unrest.” - Blasdgig Krah, Tre’uoall, Weaver Immyr: “I traveled with a group of seven Immyr mercenaries once. The quest took us all over Azamar. As warriors, they are fearsome in battle but as traveling companions, you will never meet a more loyal folk. I have the honor now of calling them friends.” - Quadorrn Plexnoft, Tre’uoall, Priestess Wyvine: “A rather brutish lot. They dedicate themselves to war and battle is everything to them, as they obey a strict Homeland: Olm code of honor. Without this code, the set of rules they live by Main Attribute: Dexterity would cause the Wyvine society to dissolve into chaos. This is the only thing that separates them from the Orcs.” Senescent Age: ~300 years Restriction: Wyvine cannot innately use Magic; and must spend five (5) Cinema points at Character Creation to be Blur Touched; otherwise, the cost is forty (40) Cinema Points for becoming Blur Touched at a later point.

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

Background: This proud race of warriors was once able to amass a large naval fleet and conquer new territories. At first they raided small coastal villages but then began expanding their borders beyond Olm. The massive Wyvine fleet set its sights on the kingdom of Azamar. The battle for Azamar was quick and in the end, the Wyvine fleet decimated. Since then, the Wyvine remained in Olm and its people have learned to be more cautious when planning military strategies instead of relying on sheer numbers. An entire wing within the Hall of Memories exists, dedicated to perfecting Wyvine Military Theory. Now the Wyvine send their young warriors to visit the land of Azamar when 28

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embarking on their Urikuarik. After this completion of the ritual of inner growth, the warrior returns to Olm, recording the lessons learned from their adventures within the Hall of Memories. Sailors, Warriors, and Explorers by trade, the Wyvine (near Human) people live a life governed by a constant state of turmoil and change. Their people are proud and loyal, believing in life debts and honor above all else. If a warrior disgraces him or herself, the warrior leaves in search of a life long journey to make amends for the disgracing action. The Wyvine nations have waged war consistently for the past five centuries, whether with other people or their own. They officially avoid the land of Azamar, at the least en masse, due to the massacre of their fleet. When each Wyvine journeys from their homeland on their Urikuarik, the inner exploration involved provides a means to selfdiscovery to expand both the inner person, as well as the knowledge of the Wyvine. Each Wyvine feels obligated to chronicle the journey in writing and return the tome to the great annals of the Wyvine. Most Wyvine use the best armor and weapons available to them. They often choose to don the armor and weapons created by the metals of the Dwarven land of Loragaarn, specifically those forged in the deep mine city of Guradiin Ithural. They tend to travel light yet use heavier armor and weapons when they expect battle. Wyvine have gray or red eyes, very pale skin, completely white or silver hair (which they tend to braid to stay combat ready), and typically stand one to two heads taller than do most Humans. Wyvine speak in a deep dialect called Forleen. Wyvine export arms and armor, mount barding, and sea going vessels of superior quality.

Urbane: “Their words are sleek and bring warmth to the soul. They shall have a day in the light, but many years in the darkness.” - Nihithal Brey, Wyvine, Emissary to Grazen Shrave: “They kept their word for helping the great war. We keep our word now. Without honoring the trust given, we cannot honor ourselves.” - Exavh Annik, Wyvine, Elemental Enfri: “While they can talk a lot, there seems to be very little rhyme to their reasoning. Yes, they are capable of crafting many strange machines but for the most part the Enfri live undisciplined lives while avoiding focus.” - Lillist Ocomptram, Wyvine, Scholar and protector of the Hall of Memories Immyr: “Our brothers in arms, Immyr warriors are not to be underestimated. They are determined in battle and are quick to answer the call. They help provide our military with the strongest of weapons in all of Azamar and in return, we help them whenever possible.” - Maxxard Traiton, Wyvine, Master Armorsmith Tre’uoall: “The Tre’uoall I meet never live to tell their side of the story.” - Zorrans Kelltar, Wyvine, Mercenary of the Crimson Scales

Outlook: Full Blooded Human: “Once they were a people who we could not conquer. Now they are a people struggling to keep their lives intact. We honor our oath to them, despite the few who remain.” - Durhafrell Eastreader, Wyvine, Lance Prime Bu’Col: “They are formidable warriors. Despite any other words of them, for this alone we honor their people, and respect their word. One cannot become a true warrior as they do without having honor in their blood.” - Mitteran Slace, Wyvine, Old Highway Guardian 29

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Shrave

Homeland: Inferium Main Attribute: Intellect Senescent Age: ~1,200 years Restriction: Shrave cannot see well in bright light, and suffer blindness in sunlight, Search difficulties are extremely difficult in light (Search DR+1 in light, DR+2 in sunlight). Special: All Shrave have Claws that deal Strength + 1d (3) Damage through Brawl. They have small tusks but do not use them in combat.

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

Outlook:

Background: In the depths of the Inferium, the Shrave survived across centuries as the only race capable of feeling Full Blooded Human: “This ancient and endangered race is at home near the molten depths. Seen as a threat by the the last hope in the final war. They gave their lives for our Immyr, the Shrave strictly avoided the upper Inferium brethren and ancestors, we will not forget though they may for centuries. In recent years, Shrave sought to reignite have.” their ancient alliance formed with the Wyvine Millennia - Newnyen Ogra, Shrave, Warrior Caste ago. The Wyvine honored their alliance with the Shrave, allowing them to pass into Olm. Shrave travel safely, only Bu’Col: “While they fear our kind, they intrigue us. They when accompanied by a Wyvine. Humans and Tre’uoall are perhaps the only other hope for the people above, though 30

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they must first pass the great trials ahead.”

Humans, Full Blooded

- Toorch, Shrave, Wizard Caste Urbane: “These people are confused about the reality about them and mistake it for the freedom they so desire through pure blood. Fools...” - Hurn Ept, Shrave, Wyvine Emissary Enfri: “They are a strange people who do not acknowledge normal limitations placed on the rules of magic. We are apprehensive about our alliance with them, but continue to honor our agreement.” - Feth, Shrave, Warrior Caste Immyr: “While we respect the Immyr for their resilience and desire to defeat the Orcs, they do not respect us. We give them wide berth at all costs to avoid a war that may lead to their demise.” - Kalum, Shrave, Sentinel Caste Tre’uoall: “These people are tied to the beginnings of the world, and to the end of it. Their fortune is tied to ours, and we seek an Alliance with these creatures.” - Schimt, Shrave, Deep Song Priest Caste Wyvine: “They honor us with ceremony and celebration, but are cautious to call us friend. While it is obvious, their own fate lies intertwined with the rest of Azamar, even though they fail to see it.” - Cherrax, Shrave, Earth-Elemental Caste

Homeland: Azamar Main Attribute: Intellect Senescent Age: ~400 years Restriction: Humans have no specific restriction other than the fact that they are endangered. At the GM’s discretion, only one (1) Full Blooded Human should exist per game, due to the extreme rarity of Full-Blooded Humans. Background: Before the Great War, the full-blooded humans of Azamar were plentiful, their culture rich and flourishing. They were a race that dedicated themselves and contributed to Azamar’s culture and development as a learning center. At one point, before the Fracturing, Humans represented the largest population of any race on Azamar. In fact, the University of Azamar, established in the second Millennia, went on to become one the most well known schools of thought for magical practice throughout the world. Towards the end of the Second Millennia when the threat of the Great War first started to gain momentum, the Humans aligned themselves with

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- Xvonne Lordischmidt, Human-Fullblood, Monk

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

Shrave: “They are mysterious beings that lurk in the shadows, spoken of only as legend. Nevertheless, I have witnessed a handful of Shrave warriors working alongside a group of Wyvine mercenaries. When approached, the Wyvine made no mention of their existence.” - Sadie Rhizznor, Human-Fullblood, Wizard of The Order Enfri: “They are a silly folk, but from such nonsense emerges fantastic inventions! Perhaps this is their greatest strength. This will forever perplex me.” - Karande Stilton, Human-Fullblood, Mercenary Immyr: “The only trait that matches their courage is their stubborn nature. These hardworking peoples do not get the credit they deserve for keeping Azamar safe. Within the walls of the Inferium, far from our eyes, they have been on the front lines fending off the threat of the Orcs for untold centuries.” - Ryill Verot, Human-Fullblood, Apprentice Brewer Tre’uoall: “The Tre’uoall was our strongest ally during the Great War. I have sworn an oath to protect them, as they once did for us. I have foreseen that one day, a Hero shall rise and repair the damage inflicted upon the Blur. Once the fabric has been restored, Azamar will move into a new age of prosperity.”

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

- Lord Nikolas Bowen, Human-Fullblood, King of Azamar Wyvine: “Strength is not everything and even these brutish savages can see that. They have created themselves a strict code of honor and have perfected their fighting techniques over the centuries. They wage war like no other. Sadly, this is all they know.” - Zimm Krhistor, Human-Fullblood, Harbor Master

Outlook: Bu’Col: “Good friends and allies to have on your side. However, despite their confidence being recently shaken by the departure of the Urbane, they stand unified and are one of the only species other than us who openly welcome the return of the Tre’uoall. It is imperative that the others learn from their example.” - Sol Walker, Human-Fullblood, Keeper of the Wizard’s Bay Urbane: “A curious, recent phenomenon whose true intentions are still unknown. Was it because they felt more human than Tre’uoall? Why did they suddenly choose to separate themselves from the Bu’Col? While they number only in the thousands, they must realize the actions these people took may have dire consequences.” 32

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

Humans (Urbane)

Homeland: Azamar Main Attribute: Persona Senescent Age: ~110 years Restriction: The Urbane may be resourceful and silvertongued, they are still not trusted. Whenever using Persona for social interactions, the difficulty is higher (Persona DR+1). Background: The wealthy and resourceful Urbane family broke off from the Bu’Col two centuries ago after a bitter dispute over territories and acceptance of their Tre’uoall heritage. Once they all were Bu’Col, but after the separation, the Urbane retreated and became isolationists as they constructed a fortress deep within Evercrow. Halfway between the center of the High Tundra and the Sea of Black Water, Urbane Scouts unearthed a series of chasms and decided it would be a great retreat to settle. Most of the Urbane moved from Azamar to their new

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

Outlook: Full Blooded Humans: “What makes them better than us? A little blood if you ask anyone else. We are the same, but they refuse to accept our hands of assistance. They have our respect, but not our love.” - Thraze Dulainguid, Urbane, Dorissit Captain of the Guard Bu’Col: “These foul and dirty cousins accept the betrayal of the Treasehan fools who think the pure bloods can help them survive the coming war. At least they choose to live aloft in the wylds, away from where they can do us more harm.” - Poom Foraswit, Urbane, Emissary at Krane Shrave: “These beasts deserve no more respect or kindness

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than the bile coughed up from the wastes and uncharted territories. What few I have seen, do any pleasure on the eyes. Avoid, or kill, any you may encounter.”

Humans (Bu’Col)

- Olef Erthicksson, Urbane, Weaver Enfri: “About as useful as far as they can be thrown, which is actually pretty far... Even farther if you use one of their machines. Hehehehe…” - Trenc’ge Obeouring, Urbane, Grazen Merchant Immyr: “They make excellent ales, blades, and can hew stone like it was butter. Else they are louder than a Weth, and smellier the Shrave. Good for the occasional bodyguard…” - Werenthdhal Phraghis, Urbane, Diplomat to Loragaarn Tre’uoall: “These dirt loving Sprytes ought to stay where they belong. Dead and in a hole.” - Varren Bluegray, Urbane, Vor Captain of the Guard Wyvine: “While they are dangerous opponents and demand respect while in their presence, we give them none behind their backs. These Shrave-loving, grass eating, Spryte huggers are the worst of all the people of Azamar. They demand respect and loyalty, and give nothing in return but words and the honor of fools.”

Homeland: Azamar

- Faeless Umquamadidi, Urbane, Fire-Elemental

Main Attribute: Strength Senescent Age: ~100 years Restrictions: Since the Bu’Col are the products of interbreeding between the Tre’uoall and Full Blooded Humans they are in a constant struggle between their heritage and finding themselves. DR+3 when interacting with Tre’uoall and Full Blooded Humans. Background: The Bu’Col tend to resemble Tre’uoall more than Fullblooded humans with a slender to lean build. Depending on the Bu’Col, they may even have an olive colored skin tone. The Bu’Col are a reliable, passionate people who feel entitled to an enormous debt by the other races for the role they played in the Great War, something often regarded as arrogance. Bu’Col warriors earned a reputation, known for their cunning and contributions to many campaigns in the fight against Zintar and his army of Fiends. The Bu’Col align themselves with the remaining full-blooded humans and Tre’uoall even as they 34

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fall from grace. They refer to the Fullbloods as “Father” and the Tre’uoall as “Mother.” The Bu’Col live scattered across the world on just about every continent, except Dragon Home and some parts of Evercrow. They prefer to live in the wilderness, where they form small village communities that function independently from any major city state or particular nation. Some Bu’Col began living nomadically about a century ago, traveling around regions in search of food. There is a well-known group of Bu’Col warriors, who live in the Dama Plains of Olm, assisting the Wyvine council in eradicating the dangerous Harrier population that infest the region. Many Bu’Col work along the Old highway in Olm, serving as patrols to keep the region free of more dangerous creatures, such as Trolls and Therians. Bu’Col wear loose clothing, avoiding the harder types of armor for those using more organic materials, such as woods or leathers. A historic Bu’Col started the warrior art around a weapon called a Shea’Ahk, which is now the traditional weapon of the Bu’Col people. A blade and heavy ball on the ends of a long reaching chain, used for precise and powerful strikes. Many Bu’Col are recruited into various Wizard factions, as they learn magic quickly perhaps due to their close relationship with the Full Blooded Humans, and their acceptance of their Tre’uoall ancestry.

likely the servants of our Urbane cousins.” - Isolina Keil, Bu’Col, Emissary at Azamar City Enfri: “These “Littlefolk” create the most wondrous inventions. Their contributions to the world of Azamar largely go unnoticed by the others nations since they are more focused on waging war.” Eoveen Flintburn, Bu’Col, Tatuaxe Immyr: “While the Wyvine study the craft of warfare, the Immyr have perfected the deadly tools used in battle. They pride themselves on smithing the best of the best. While their skills are highly sought after, most fail to realize the Immyr are also a very caring and noble race.” - Juhbair Thast, Bu’Col, Asceromancer Tre’uoall: “Mother looks the other way as she is saddened by the treatment she received. It makes me angry because she does not deserve such ridicule.” - Rilt Saind, Bu’Col, Priest Wyvine: “A race bent on crafting War, they encompass all of its teachings while they study, initiate and wage it. They embody it as a spirit and as a culture.” - Unsank Tenvleng, Bu’Col, Emissary to Olm

Outlook: Full Blooded Human: “To have been fathered by the Fullbloods is both an honor and privilege. While never forgetting our heritage, their true destiny will certainly affect ours. That is why we must continue to help them whenever possible.” - Eamian Dade, Bu’Col, Order of the Veil Urbane: “They actively chose to abandon us, our family and our way of life! For that act of treachery, they have since vanished and choose to practice their dark arts in secret. What are they so afraid of?” - Mireah Tremast, Bu’Col, Shea’Ahk High Warrior Shrave: “What are you talking about? You cannot be serious! Yes, the Inferium hides many secrets but you seem to be fond of spinning tall tales. If they do exist they are 35

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A Flight of Dragons

Wyvine war scholars, stood before the council, summoned with his companions. The task given the group was in Beren stepped carefully twenty paces ahead as Dav and seeking the help of the Dragons and the Dragon Riders, an Mogi crept quietly along. Garn rode a small mule far ancient group possessing the gift to speak with Dragons. behind the others, drinking from a mug and tearing bits This assistance has come at a dire time for Olm, where the of meat from a leg of some fowl. North lies besieged by Therians working for a powerful Derisian Defiler, called Seibrin. They moved through the woods, approaching a crest on one side of a large valley. Beyond the valley lies a massive Agreeing to the charge, the small group was to follow the mountain range which the Keep of Aetern sits atop. The path of another Wyvine who had recorded a journal and Keep is an uninhabited prison once used for holding brought it to the Hall of Memories long ago. Following the Derisians. Within the Keep is a fabled treasure called the same path as he, the party journeyed to Evercrow to seek Feldspar: a powerful relic rumored to possess the power to several scrolls and books from the remnants of an ancient transport people to and from the abandoned city of Adrya Lyceum. Within the tomes were clues to the entrance to Adrya Ampais, as long ago the Keep was intended as a Ampais on Dragon Home. point of travel for the Enfri and several Wizard scholars. Their journey was not specific to the Keep, but was This path to Adrya Ampais was lost to the annals of time, actually a means to another end. The charge: to infiltrate until now. the inner sanctum of Adrya Ampais and secure the aid of the fabled Dragon Riders. Following ancient scrolls Beren walked from the woods, swearing under his breath and enclosed clues across the breadth of Azamar, the small as a small branch caught his cheek. Then something band journeyed in a race against time. Dav, most of all, caught his eye. knew the dire situation as it had been presented to them “Down.” Beren dropped as fast as the wind allowed months ago by the Wyvine Council. him. The massive council chamber room housed the hundreds Dav and Mogi stopped and held a signal for Garn, who of Wyvine council members who oversaw the governance fumbled for the reins of the mule to halt. The mule of Olm. Beren, who was from a long line of respected bucked, throwing Garn nearly on Dav’s heels. 36

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“Damn mule!” Garn spoke, and then was quickly hushed by his friends. Mogi gestured at them to remain and he stood, bent over, and rushed forward to kneel just behind Beren while remaining in the tree cover. Before them at the top of the hill, was a massive ironbark tree with the Keep looming in the distance. Along the horizon a troll visibly hurried along the opposite cliffside, moving as if fleeing from something. Then they noticed the strange flock of creatures flying towards Obsalos from the distant sea to the South East.

Characters “It is on the shoulders of the young the world rests. May the dragons look kindly upon them.” - Fesper Dhal, Wyvine, Proving Grounds Trainer There are two main types of Characters in Azamar, beginning Characters, also called Tyros, and Veteran Characters. Some Characters in Azamar are Blur-Touched. The Blur-Touched represents a Character’s ability to use magic, access supernatural powers, and how a Corruption Event affects the Character.

“Where a troll hides, so should we.” Beren spoke calmly to Mogi, who gestured for the others to move forward slowly. The taint of Obaslos was distant today on the he asics wind, replaced by a stranger scent, one of brimstone and ash, the smell of clothes after a night around the How it works: campfire. 1. Create the Character’s Name, Race, Gender, Height, Dav pulled a spyglass from a pouch and assembled it, Weight, Trade, Level (Optional), Chronicle, and bringing it to his eye. He gasped audibly, shaking, he Description. handed it to Beren. They took turns looking through the glass at the spectacle, in turn awe and fear came over 2. Distribute ten dice (10d) to the five (5) Attributes them. As Garn finished looking through the spyglass, the (Dexterity, Strength, Persona, Intellect, and Aptitude). first of the Dragons were upon them. They stayed hidden An Attribute with three dice (3d) is an average for a time. Attribute score.

T B

There were so many Dragons, the four had no idea how 3. Calculate the Derived Stats: Hit Points, Initiative, to react, let alone do anything. No one had seen that Move, and Vitality. Distribute seven dice (7d) to the many Dragons at once in millennia and the vision of it Character’s Skills. Each Skill inherits the score of the was beautiful and terrifying. Dragons were known for parent Attribute, thus if Dexterity is at four dice (4d), their impossibly long vision and also their keen sense of then all the Skills belonging to Dexterity begin at four hearing and smell. The four knew they were seen and dice (4d), so adding one die (1d) to Dodge increases likely smelled long before the Dragons were near and they the Dodge Skill to five dice (5d). awaited their fate. The Dragons just flew past.

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

In a moment of awe, Beren and Mogi stood and walked to the great tree at the top of the hill in front of them, 5. Move equals Strength plus three, (Move = Strength staring at the magnificence of the Dragons. It was a good + 3). day to be there. The Flight of the Dragons had begun.

6. Vitality equals Strength, (Vitality = Strength). 7. Initiative equals Dexterity, (Initiative = Dexterity). 8. Save or spend the seven (7) starting Cinema Points for raising Skills or purchasing Character Features. 9. Get starting Equipment, Money, and Weapons. 37

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

Roll

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

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The Blur Touched

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

Corruption Events A Corruption Event is when the Fabric between Azamar and any other world is disrupted. This sends ripples through the World of Azamar and affects any Characters who are Blur-Touched and are more sensitive to changes in the Fabric. The long-term effects of a Corruption Event are localized and permanent damage to the Fabric that makes accessing Magic by most individuals completely impossible in the area of such a tear. The short-term effects of a Corruption Event is a disruptive force that can knock a Blur-Touched person out of Azamar and through the Fabric. As well, a Corruption Event can deal damage to those extremely close to the epicenter, permanently alter Attributes, and the very physical nature of the world. How it works: Each Blur-Touched Character rolls one die (1d) and compares to the following results.

3 4 5 6

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