Archive for December 2011


Greater Gods are the gods of gods, creators and annihilators of entire pantheons. A God can never advance to become a Greater God unless he manages to defeat and kill the Greater God of his own pantheon (or is promoted by his Greater God). This restriction does not apply for those who have advanced into the Godhood classes through the Plane of Trials. A Greater God keeps the weakness he had as a God, and it is an almost impossible task to figure out what this weakness is and exploit it without being defeated first. There is only one Greater God in any Pantheon, and he knows the weaknesses of all the Gods below him.

A Greater God can create his own Pantheon at level 1. At this point, he can promote 4 Gods, 16 Demigods and 80 Paragon beings. He can double this number every Greater God level if he so chooses.


As a Greater God grows stronger, he can create more and more until he reaches the point where he can create his own planets and planes of existence. At this point, he must either do so and emigrate his Pantheon there or wage war upon any Greater Gods currently sharing his current plane of existence.

Fighting a Greater God:
Surviving a Greater God encounter grants 50k xp pr. demigod level + 500k xp pr. God level + 5 mill xp. pr Greater God lvl.
Defeating a Greater God grants 1k xp pr. HD + 100k xp pr. Demigod lvl + 1 mill xp pr. God lvl + 10 mill xp pr. Greater God lvl + 1 xp pr. hp.
Killing a Greater God grants 1 mill xp pr. Demigod lvl + 10 mill xp pr. God lvl + 100 mill xp pr. Greater God lvl.
This xp is only granted if you face a fully fleshed Greater God fighting at full strength with an intention to kill.

A Greater God advances through 20 levels, at which point he is absorbed into the cosmos and becomes part of all things. Once you become a Greater God, you stop gaining xp by conventional means. Instead, you get 1% xp every year for as long as you have followers. In, addition, you can choose powers which increase your xp gain.

Every level as Greater God grants:
+10 hit/AC/dmg (physical attacks)
+1 on all ability scores
+10 Caster levels
+10 DR/all
+10 SR/all
+50% MR
+1000 hp (no con bonus)

In addition, each level offers its own abilities as well as the chance to chose a Greater God power:

1 Create Pantheon, Create any Relic
2 Locate: Anything/-one anywhere
3 Create: any HD creature
4 Kill: Any being anywhere or any Demigod on same plane.
5 Ignore Immunities of Gods
6 Create: Any species
7 Sense: 100 km + Gods and Demigods of your Pantheon (as well as their followers, holy objects and shrines)
8 Kill: Any Demigod anywhere or God on same plane
9 Create: Planets
10 Create: Prime Material Planes with surrounding planes of existence
11 Sense: The whole Prime Material Plane + the Pantheon plane
12 Kill: Any God anywhere
13 Grant a Demigod Power to your lvl 30 followers (those who accept it can never enter Plane of Trials)
14 Ignore Immunities of Greater Gods
15 Sense: All surrounding planes of existence you have created
16 Kill: Any species
17 Grant a God Power to your lvl 40 followers (those who accept it can never enter Plane of Trials)
18 Kill: Destroy any planet
19 Promote: Promote 1 God into a Greater God. This removes you from your own Pantheon, and is the second last step towards being One with the Universe.
20 Sense: The Cosmos. you become One with all things. Congratulations. You won the game.

Kill: The killing of beings (and destruction of planets) with the Kill ability is restricted to beings in your own Pantheon/Creation/Planet/World/Plane/Prime Material Plane.

Greater God Powers, pick freely from the list, 1 power pr. lvl and each power can be chosen only once (the first 100 of these are the same as the Demigod and God powers, but they are cumulative with those, [unless marked with*]):

1: Current HPX10
2: +100% MR
3: +100 natural AC
4: +100 DR/all
5: +100 SR
6: +50 all saves
7: +25 all ability checks
8: Immune to all non-magical energy dmg*
9: +100 fast healing
10: +50 regeneration
11: Immune to critical hits*
12: Immune to non-epic spells*
13: Immune to non-epic weapons*
14: Immune to natural attacks and natural/magical abilites of non-demigods*
15: Immune to all natural and magical (non-epic) diseases and curses*
16: Immune to all poisons*
17: All dmgX10 (all kinds of dmg)
18: +100% spell penetration
19: +100 hit
20: Bypass +100 DR
21: +2 standard actions pr. round
22: +50 DC on saves
23: +25 DC on ability checks
24: Free action: Dispel any non epic magic in any location you can sense*
25: +10 crit range
26: Cast any 1-9 wizard spell at will (except wish and minor wish)*
27: Cast any 1-7 priest spell at will*
28: +2 arms
29: +20 initiative
30: Triple Base movement
31: Bypass critical immunity up to and including demigods*
32: Gaze attack (any 2nd Ed MM)
33: Voice attack (any 2nd Ed MM)
34: Breath weapon (any 2nd Ed MM)
35: Heal all dmg given to followers within 100m at the start of each round*
36: Extra Domain – grant minor domain to followers
37: Ability to cast Miracle unlimited times daily as a standard action.*
38: Any armor – yourself and all followers can wear any kind of armor and shields*
39: Grow permanent wings and fly at X3 ground speed*
40: Bonus Feats: You gain 5 epic feats and your followers gain a lvl 3 bonus feat
41: MR: Your followers gain +1% MR pr. lvl
42: Permanent 20 feet poison aura, save (DC 24) or die, your followers gain lvl 1 immunity to poisons*
43: Ability to cast ancient Curse unlimtited times daily as a standard action*
44: Personal Weapon – immediately gain V slots of chosen weapon and your followers gain the ability to chose it as a personal weapon and specialize in it and gain hit rating with it as a warrior.*
45: Spell penetration – followers gain +1% spell penetration pr. lvl
46: Gain 100.000 followers
47: Immune to all damage and effects caused by one chosen non-demigod individual
48: +X2 crit dmg on all kinds of crits (including spell crits)
49: Impervious to one kind of magical energy damage
50: +20 caster levels

51: Cast any Epic Spell at will
52: Cast Wish at will with no negative effects
53: Followers gain +1 hit pr. lvl
54: Bypass Critical Immunity up to and including Gods
55: Instantly Resurrect any dead follower within 100m at the start of each round
56: Any weapon – immediately gain III slots in all weapons and your followers are proficient with all weapons.
57: Reduce the MR of any non-demigod opponent within 100m by half.
58: Permanent 900 feet aura of dimensional anchor (if anyone tries to enter or leave magically or supernaturally you may elcet to permit or allow it to happen)
59: Able to act after dimension door/teleport etc.
60: +50% resistance against Psionic powers
61: Ignore up to 50% resistance against your psionic powers
62: Cast any priest Quest-spell at will (Tome of Magic)
63: Followers gain +1 on all saves pr. lvl
64: Supress all supernatural, spell-like and magical abilities in any one non-demigod opponent within 90 feet at will.
65: One extra at will action pr. round
66: +2 move actions pr. round
67: Followers can cast any lvl 1 priest spell unlimited times daily
68: Followers can cast any lvl 1 wizard spell unlimited times daily
69: Immunity: Overcome your one weakness and shift it into something else
70: Always be aware of the weakness of your fellow Gods
71: Grant immunity to the location talents of other Gods and Demigods to one item/creature/being pr. God level (making yourself immune counts as one)
72: Grant immunity to the Kill ability of Gods of lower level as yourself to one creature/being pr. God level
73: Remove another God(s) from play for up to 10.000 years. This is a one time deal and all its Demigods, Paragon beings and lvl 20+ followers will instantly know it was you (but not how you did it) and who helped you. After 10k years, the God(s) will break free unless freed somehow sooner (or maybe even killed). Note: The Greater God of the Pantheon will also know what you did, as will any Gods in the Pantheon unaffected by your actions. Performing this action will also drain you of one God level pr. God removed.
74: ALL damage receieved can be regenerated and magically healed
75: Your damage dealt cannot be regenerated or magically healed
76: Extra domain – grant major domain to followers
77: Bonus Feats: you gain 4 epic feats and you followers gain a lvl 9 bonus feat
78: Followers gain +1 natural AC pr. lvl
79: Bonus Feats: You gain 3 epic feats and your followers gain a lvl 20 bonus epic feat.
80: Extra Domain – grant major domain to followers
81: Immune to all damage and effects caused by one chosen demigod
82: Promote 10 extra Paragon creatures
83: Promote 2 extra Demigods
84: +5 str/dex/con/int/wis/cha
85: +20 on one ability score
86: +5 wp
87: +10 nwp
88: Followers get a bonus NWP every even levels
89: Gain a buffer HP pool of 1 pr. follower you have. This buffer is not counted when you get 10X your current HP, it cannot be healed/regenerated in any way, and for every 1 dmg you take until the pool is gone, one of your followers die. Example: You have 10k hp and 100k followers. You choose to get the buffer, and you now have 110k maximum hp. If someone damage you for 20k dmg, 20k of your followers die and you now have 90k maximum hp. Only when your hp drops below 10k (and all your followers are dead), can you start healing your damage taken. This buffer will also increase if your number of followers increases.
90: Gain a bonus on all kinds of dmg output of 1 pr. 1k followers you have. This bonus is not counted when you get 10X all dmg, but it is added afterwards…as a bonus. This bonus will change as your number of followers change.
91: +1 bonus AC pr. 1k followers you have. This bonus will change as your number of followers change.
92: +1 bonus hit pr. 1k followers you have. This bonus will change as your number of followers change.
93: +1 bonus spell penetration pr. 1k followers you have. This bonus will change as your number of followers change.
94: +1 bonus MR pr. 1k followers you have. This bonus will change as your number of followers change.
95: +1 bonus DR/all pr. 1k followers you have. This bonus will change as your number of followers change.
96: +1 bonus SR/all pr. 1k followers you have. This bonus will change as your number of followers change.
97: +1 bonus fast healing pr. 1k followers you have. This bonus will change as your number of followers change.
98: +1 bonus spell penetration pr. 1k followers you have. This bonus will change as your number of followers change.
99: Followers live twice as long as others of their race and lvl 20+ followers don’t die of old age and don’t get penalites from aging.
100: Bonus Feats: You gain 2 epic feats and your followers gain a bonus epic feat at level 15.

101: Holy War: Your followers declare war on the followers of another Greater God. Every side kills 1d10 followers pr. 1k followers you have every day until one side wins. Choosing this ability also grants you 100.000 followers just before the war begins.
102: Immune to Epic Spells
103: Immune to Epic Weapons
104: Every day your follower count decreases, there is a 10% chance that you will gain the same amount of new followers by the next day.
105: Half damage from all physical damage (in addition to any previous damage reductions)
106: Half damage from all magical damage (in addition to any previous damage reductions)
107: Holy Defense: If another Greater God declares Holy War upon you, you only lose half the usual number of followers daily. Choosing this ability also grants you 50.000 new followers.
108: Holy Bloodthirst: Your followers kill +50% of the usual number during Holy War
109: Epic Followers: Your followers gain powers at lvl 22, 24, 26, 28 and 30. These powers are any non godhood powers you possess, and you sacrifice your own powers in order to give them to your followers.
110: Sneaky followers: Your followers receive 30 rogue points at lvl 1 and 15 more pr. lvl
111: Skilled followers: Your followers advance their hit rating as fighters do.
112: Specialized followers: Your followers can specialize in the weapon you are most skilled with.
113: Arcane followers: Your followers gain arcane spells the same way as wizards or sorcerers.
114: Tough followers: Your followers receive CON bonuses as fighters do, and gain +1 CON at lvl 9
115: Musical followers: Your followers get the same bardic abilities as standard bards.
116: Instant Prayer: If a follower prays to you for guidance for 1 round (full round action), you may bestow +1 hit/dmg/AC/saves for 1 turn if he succeeds a DC 20 religion check.
117: Battlecry: If a follower shouts a battle cry in your name (free action), you may bestow +2 hit/dmg to him and all his friendlies within 30 feet for 1 turn if he succeeds a DC 20 CHA check.
118: Short prayer: If a follower prays to you for 1 turn, he may be granted Greater Protection from Evil, Good, Lawful or Chaotic (+5 AC and saves) for 1 hour if he succeeds a DC 25 religion check.
119: Medium prayer: If a follower prays to you for 1 hour, he may be granted +10 initiative the following day if he succeeds a DC 30 religion check.
120: Long prayer: If a follower prays to you for 24 hours, he may be granted a Wish (with the appropriate reprecussions) if he succeeds a DC 35 religion check. Only one Wish will be fulfilled every level or year, whichever comes last (ie. you cannot be granted 5 wishes if you advance 5 levels in a 12 month period, and you also do not get 5 wishes if you stay lvl 1 for 5 years).
121: Small Sacrifice: If a follower sacrifices 10 gold worth (the ritual takes 1 round), he will receive a +5 bonus on all encounter reactions for 1 turn.
122: Medium Sacrifice: If a follower sacrifices 100 gold worth (the ritual takes 1 turn), he will receive a +5 bonus to an ability score of his choice for 1 hour.
123: Big Sacrifice: If a follower sacrifices 1.000 gold worth (the ritual takes 1 hour), he will receive a 24 hour Sanctuary (DC 30).
124: Ultimate Sacrifice: If a follower sacrifices 50.000 gold worth (the ritual takes 24 hours), a loved one (spouse, child, other family member, hencheman, PC or close NPC) will be brought back to life at the location of the sacrifice immediately after. No remains are needed, but the soul must be available for resurrection. This can only be done once pr. level or year, whichever comes latest.
125: Soul Sacrifice: Your followers may sacrifice the souls of other people to you. This is an utterly evil act, and will leave the victims unable to ever be resurrected again. The ritual takes 1 hour and can only be performed if the Greater God is Evil. The ritual cannot be performed more than once every month (during a full moon), and grants the follower 10% XP to the next level, as well as 5% for all spectators. Because of this ability, the Greater God receives 1% XP every year as long as he has more than 250.000 followers.
126: Celibacy: If the Greater God is Good, a follower can decide to live in celibacy. As long as the follower lives this way, he is granted immunity to mind-based spells. This ability is permanently removed after his first sexual encounter and cannot be reinstated ever again. It is possible to choose celibacy and gain the ability if you have had sexual encounters before the decision. but once the vow is broken, it is forever ruined
127: Human Sacrifice: If the Greater God is Evil, a follower may sacrifice humanoids (the ritual takes 1 turn) and receieve a +1 bonus to dmg pr. lvl/HD of the sacrifice on all spells cast for 24 hours. These bonuses are not cumulative, and once someone has been sacrificed, another sacrifice is not possible until the bonus runs out.
128: Fast leveling: You gain 1 more Greater God level for every one of your followers who complete the Demigod Ascendant trial in Plane of Trials.
129: Soul Bargaining: Followers can sell their soul to their Greater God if the god is Evil. If they do, raise Dead and resurrection etc. will not work on them (since the Greater God will have claimed their souls already). In return, those who choose to sell their souls will get 3 wishes, +3 on one ability, +2 spells pr. spell level daily and get to choose 1 spell pr. spell level which can be cast once a day at 200% potency. The Greater God receives 1% XP every year as long as he has more than 500.000 followers.
130: Soul of Neutrality: Followers of a Neutral Greater God can shift the encounter reaction of neutral creatures by one category (mindless creatures not included) upon a successful charisma check (DC 20).
131: Pacifists: If the Greater God is Neutral or Good, the followers cannot initiate combat against other living beings. In return, they gain +1 natural AC pr. lvl and +1 free parry every round. if they fail to live up to this standard, the benefits are lost for at least 1 month and they also have to Atone.
132: Additional Low Powers: Your followers get additional low powers at lvl 1, 3, 5 and 7.
133: Adittional Medium Powers: Your followers get additional medium powers at lvl 9, 11 and 13.
134: Additional High Power: Your followrs get additional high powers at lvl 15 and 17.
135: Additional Grand Power: Your followers get an additional grand power at lvl 19.
136: Crusade: Your followers will amass an army and wage war against the country of your choice. You can make them wage new wars every 5 years. Each Crusade lasts for 4 years (travel time included, both to and from the destination, so if it takes 2 years to travel there, they won’t have time to actually do any warfare). 1d100% percent of your followers will participate every time, and 1d10% of the defending army will die every month during the war. For every defender that dies, 2 of your followers will die. If they manage to kill off all defenders, they will establish a new kingdom there in your name (50% of the crusading followers will settle down while the rest go home). Your religion will be the official religion, and 25% of the surviving population will convert (50% of the population in a country will be part of the defending army when any followers of a Greater God come crusading).
137: Your followers do not need to memorize their spells, but use the ones best suited to the situation.
138: Your followers who reach lvl 20 can no longer die from old age.
139: Your followers gain access to a new sphere every time they get a new spell level until they have access to all spheres. They must choose minor and major spheres every other time.
140: All spells that your followers cast of a certain major sphere are maximized.
141: Your followers get a CHA modifier to the save DC of spells in the same way a sorcerer does.
142: Your followers gain access to one wizard school of their own choice. All spells of this school are Intensified.
143: Your followers increase one ability score by 1 every 4 levels (it must be the same ability score every time).
144: Your followers use d12 for hit points, and they roll new dice every level.
145: Your followers gain access to a Plane of your choice at level 15 and a second Plane at level 20 (City of Union and other restricted Planes not included).
146: Your followers do not need to have ability scores of 25 in order to pick Epic Feats which requires ability scores of 25.
147: Your followers start gaining feats at lvl 1, but get new feats only every third level until level 15 (They get 1 new feat at lvl 1, 3, 6, 9, 12 and 15. From lvl 16 they get new feats every level, just like everyone else.).
148: Bonded Mount: Your followers gain a bonded mount in the same way as AD&D 2nd Edition Paladins.
149: Your followers can own wear a maximum of 3 magical items, but all spells are free actions.
150: You are impervious to all damage and effects from any source (including other Greater Gods). In essence, you are indestructible. However, half of your followers die immediately and you die if all of them perish later on (unless you have advanced to a lvl 20 Greater God meanwhile – and become one with the cosmos). If your HP/AC/etc. is tied to your follower count, you will take damage/effects from loss of followers.
151: You gain +1% XP every year for as long as you have followers. This ability can be chosen several times.

The Shaolin monks used to have a presence in both Vest and Den Gylne Keiser Rike, but all the monasteries in Vest were burned to the ground a few years ago. The monks had been a thorn in the side for the emperor for quite some time, but none of his attempts to link them to the rebels were fruitful. That is, until an upstart wizard became the leader of one of the magic schools in the empire in return for ratting out a Shaolin monastery for being traitors against the emperor. A military campaign was launched against the monks in the name of said wizard, and hundreds were killed. Today, that wizard is known as Mokferuso, the most powerful Dragon Mage in the history of time, and a supposed epitome of Goodness. If people only knew….

Priest Class

Any non-evil Neutral alignment
INT 13
WIS 13
CHA 16

Required NWPs and WPs:
Zen Ceremony
Jiu Jutsu II

Bonus NWPs and WPs:
Dim Mak I

Cannot Turn Undead
Can only wear leather armor
Shaolin Monks live in secluded monasteries most of the time, unless they are on some kind of mission on behalf of their order. Adventuring for the sake of adventuring is frowned upon, and seldomly accepted.
If you ever want to leave your monastery to adventure on your own, you need to defeat your masters in the courtyard on your way to the gate – or die.
The only sphere Shaolin Monks originally have access to it Healing, but all those spells are maximized.

The Shaolin Monks are renown for their wisdom and people often seek them out for guidance. This results in a +5 bonus on all encounter checks with other people.
Due to their extensive combat training, Shaolin Monks can specialize in any exotic weapon, and have hit rating advancement as fighters.

Lvl    Abilities
1    Shaolin Meditation
2    Shaolin Skin
3    Shaolin Speed
4    Bonus WP
5    Shaolin Studies
6    Bonus major priest sphere of your choice
7    Shaolin Strikes
8    Bonus WP
9    +1 Movement Action
10    Enlightenment
11    Bonus minor priest sphere of your choice
12    Bonus WP
13    Freedom of Movement
14    WIS bonus to AC
15    INT bonus to AC
16    Bonus WP
17    CHA bonus to AC
18    Bonus major priest sphere of your choice
19    +1 standard Action
20    Greater Enlightenment

Shaolin Meditation (Ex): If a Shaolin Monk meditates for one full round and enters combat within the next turn, he only takes half damage from all physical attacks during the battle (but still take full damage from other physical damage, such as falling down, falling rocks, etc.)
Shaolin Skin (Ex): +1 natural armor pr. 2 lvls.
Shaolin Speed (Ex): +1 movement and +1 Initiative pr. 3 lvls.
Shaolin Studies: Bonus Feat every 5 lvls.
Shaolin Strikes: +1 attack every 7 lvls.
Enlightenment (Ex): Permanent Comprehend Languages and Read Magic, +1 CHA/INT/WIS
Greater Enlightenment (Ex): Permanent True Seeing and Tongues, +1 CHA/INT/WIS

The Martial Artists of Vest all belong to one of eight different styles, each paying tribute to the characteristics of an animal. Being a martial artist also means protecting your village against dangers and participating in tournaments which in turn might serve to raise your personal social standing in the Vest society.

Fighter Class

STR 18

Your first proficiency slot on your totem style is free.
You learn how to use the Iron Bar, a devastating weapon.

You cannot advance beyond level 3 until you have learned the special attack of your style, something which requires you to solve a task given to you from your master. A lot of martial artist leave the class in pursuit of another fighter class after giving up their quest. A typical quest involves making your way to a temple in the jungle where a real live animal of your style will attack you, dealing only subdual damage. This animal can only be damaged by your style’s special attack and will only receive subdual damage from it. Every round the animal attacks you (using the special attack of your style, so add +1 hit/dmg pr HD of the animal), you get a DC 35 WIS check to discover the secret of the attack. Once you have discovered it, you must succeed at DC 35 INT check to be able to use it against the animal. You get one check every round you try. Usually, this leaves people beat up and hurt for days and weeks until they finally succeed. Which is why most people give up entirely. Every time you are knocked unconcious, the animal will disappear and not reappear until the next day.

Lvl    Abilities
1    Iron Bar Proficiency, Totem Style
3    Style Special Attack
5    Iron Bar Specialization
10    Iron Bar Expert
12    Improved Special Attack
15    Iron Bar Master
20    Iron Bar Artist

Iron Bar Proficiency: Able to wield and use the Iron Bar, a two-handed iron pole weighing 50 kg. Although anyone with at least 18 STR is able to pick it up and strike someone with it for 1d10 dmg, only martial artists learn the maneuvers which turns it into a deadly weapon on the battlefield. Your movement is reduced by 6 while carrying an Iron Bar. Attacking with it is a full-round action.
Totem Style: You start your journey as a martial artist and get your first proficiency slot in the style you are studying. There are 8 styles, and each is stronger than one while weaker than another. Tiger beats Mantis, which beats Snake, which beats Leopard, which beats Bear, which beats Monkey, which beats Eagle, which beats Crane, which beats Tiger. Your totem style is cumulative with Martial Arts WP, and grants either +3 hit, dmg or AC pr. slot you designate to it. Once you choose hit, dmg or AC, you must stick to that for all your new slots, too.
Style Special Attack: This is your style’s trademark, and you cannot learn it without completing a quest given from your master. This attack is a standard action and deals lethal damage instead of subdual. In addition, you get +1 hit/dmg pr. lvl performing this attack. If you strike the style you prey upon, your hit/dmg bonus is doubled. If you strike the style which preys on you, you get no bonus. Trying to counter such a strike is harder than countering other kinds of attacks, so the DC is increased by 1 pr. lvl. The style you prey upon has it’s DC increased by another +1 pr. lvl, and the style which preys on you parries it like normal attakcs (DC = your hit + 12).
Iron Bar Specialization: The Iron Bar now deals 2d10 dmg. Attacking with it is a Standard Action.
Iron Bar Expert: The Iron Bar deals 3d10 dmg, and the attack is a Whirwind attack. Movement penalty reduced to 3.
Improved Special Attack: You special attack now also get hit/dmg bonus from DEX.
Iron Bar Master: The Iron Bar deals 4d10 dmg and you get an AoO on everyone who enters a square you threaten.
Iron Bar Artist: The Iron Bar deals 5d10. No movement penalty. You can now also perform a movement action in addition to the standard action (but not perform 2 movement action). During the movement action, you will automatically attack everyone within reach (even friendlies).

To First Mate Corus

From Captain Zanzibar


Fifteen men on a dead man’s chest

Yo ho ho and a bottle of rum

Drink and the devil had done for the rest

Yo ho ho and a bottle of rum.

The mate was fixed by the bosun’s pike

The bosun brained with a marlinspike

And cookey’s throat was marked belike

It had been gripped by fingers ten;

And there they lay, all good dead men

Like break o’day in a boozing ken.

Yo ho ho and a bottle of rum.


Fifteen men of the whole ship’s list

Yo ho ho and a bottle of rum!

Dead and be damned and the rest gone whist!

Yo ho ho and a bottle of rum!

The skipper lay with his nob in gore

Where the scullion’s axe his cheek had shore

And the scullion he was stabbed times four

And there they lay, and the soggy skies

Dripped down in up-staring eyes

In murk sunset and foul sunrise

Yo ho ho and a bottle of rum.


Fifteen men of ’em stiff and stark

Yo ho ho and a bottle of rum!

Ten of the crew had the murder mark!

Yo ho ho and a bottle of rum!

Twas a cutlass swipe or an ounce of lead

Or a yawing hole in a battered head

And the scuppers’ glut with a rotting red

And there they lay, aye, damn my eyes

Looking up at paradise

All souls bound just contrariwise

Yo ho ho and a bottle of rum.


Fifteen men of ’em good and true

Yo ho ho and a bottle of rum!

Ev’ry man jack could ha’ sailed with Old Pew,

Yo ho ho and a bottle of rum!

There was chest on chest of Elvish gold

With a ton of plate in the middle hold

And the cabins riot of stuff untold,

And they lay there that took the plum

With sightless glare and their lips struck dumb

While we shared all by the rule of thumb,

Yo ho ho and a bottle of rum!


More was seen through a sternlight screen…

Yo ho ho and a bottle of rum

Chartings undoubt where a woman had been

Yo ho ho and a bottle of rum.

‘Twas a flimsy shift on a bunker cot

With a dirk slit sheer through the bosom spot

And the lace stiff dry in a purplish blot

Oh was she wench or some shudderin’ maid

That dared the knife and took the blade

By God! she had stuff for a plucky jade

Yo ho ho and a bottle of rum.


Fifteen men on a dead man’s chest

Yo ho ho and a bottle of rum

Drink and the devil had done for the rest

Yo ho ho and a bottle of rum.

We wrapped ’em all in a mains’l tight

With twice ten turns of a hawser’s bight

And we heaved ’em over and out of sight,

With a Yo-Heave-Ho! and a fare-you-well

And a sudden plunge in the sullen swell

Ten fathoms deep on the road to hell,

Yo ho ho and a bottle of rum!


Aikido Masters have taken a much deeper dive into the art of Aikido than those with but a few dedicated slots in the proficiency. This has allowed them to unlock its offensive and damaging capabilities. But luckily, they tend to keep to themselves to avoid drawing too much attention to themselves or their art. And when cornered, most prefer to simply avoid their opponent’s blows instead of turning him into mince meat.

Fighter Class

Any Neutral alignment
DEX 15

Bonus NWP:

Bonus WP:
First slot of Aikido

No added hit or dmg from STR when using Aikido.
Cannot wear any armor.
Cannot use weapons, with a few exceptions.

Level    Abilities
1    Novice
2    Unarmed Strike (same as 3.5 Ed monks)
3    Ki Strike (same as 3.5 Ed monks)
4    Able to use Aikido offensively to push opponents 5 feet pr. 4 levels in any direction
5    Practitioner
6    +1 free Aikido slot
7    +1 free AoO against those who move into a square you threaten
8    INT bonus to hit when using Aikido
9    Able to use Aikido offensively to deal dmg with allowed weapons (no STR hit/dmg bonus) or hands (still no STR hit/dmg bonus)
10    Fighter
11    Evasion
12    +1 free Aikido slot
13    Able to use Aikido offensively to Trip opponents
14    +1 free AoO against those who move into a square you threaten
15    Master
16    WIS bonus to hit when using Aikido
17    Improved Evasion
18    +1 free Aikido slot
19    Able to use Aikido offensively to Throw opponents
20    Grand Master

Novice: +1 natural AC pr. lvl, 1 free counter against all melee attacks.
Practitioner: +1 initiative pr. 5 lvls, 1 free counter against all missiles, able to wield a Bokken sword (a wooden practice sword which deals 1d6 dmg when used normally) or a Cane (1d4 dmg).
Fighter: Able to fight normally when prone, can Trip opponents instead of pushing them (DEX check DC 20 to avoid being tripped, end up on the ground if save is unsuccessful), able to wield a Fan (1d2 dmg, adds +2 hit if used with Aikido).
Master: Abble to Throw opponents (DEX + 1d6 feet away) instead of pushing them – this deals 1d6 impact dmg pr. 10 feet. Also able to start teaching Aikido NWP to others.
Grand Master: Able to Hurl (DEX + 2d6 + lvl feet away) opponents for 1d6 impact dmg pr. 10 feet. Can now accept Aikido Novices.

Aikido originates from Den Gylne Keisers Rike, and is an unarmed combat style kept alive by secretive, closed family schools. The objective of Aikido is not to defeat your opponent, but rather to make sure everyone stays out of harm’s way. This is accomplished by turning your body movements fluid as water, thus making you a much more elusive target, while using the power and momentum of your opponent to your advantage.

Weapon Proficiency

You cannot dedicate any slots to Aikido until you have found an Aikido Master who is willing to teach you the most rudimentary techniques. Once you have been accepted as a student, you can continue your progression on your own. But in order to unlock the (much more effective and lethal) secrets of Aikido, you have to become an Aikido Fighter (fighter class).

Every proficiency slot in Aikido gives you +1 hit and +1 attack.
Aikido hit rating is not based upon STR, but DEX.
Aikido is a defensive art, and can only be used when you are attacked and unarmed. In addition, it requires that you do not wear any kind of armor.
If someone attacks you and scores a hit, you can use Aikido to try to counter the attack (DC = opponent’s thaco +12). If you succeed, you avoid the blow and can move either yourself or your opponent 5 feet in any direction. On a natural 20, you also end your opponent’s turn.
Aikido can be used against any opponent up to one size category larger than you.

The martial art of Jiu Jutsu was developed by the Shaolin Monk order, and quickly became known as the most effective defensive style when Shaolin monks started defeating all and any opposition in tournaments and contests (sumo wrestlers gave them a run for their money at first, but they soon adapted a more aggressive approach against the massive wrestlers). Another defensive art, Aikido, is practiced by some, but it has its shortcomings compared to Jiu Jutsu.

Weapon Proficiency

Anatomy Humanoids NWP

Using Jiu jutsu:
Whenever someone attacks you, regardless of whether they actually hit or not, you can chose to use an attack to try to counter their attack. normal parry rules apply (DC = opponent’s hit + 12). If your attack is successful, you negate their hit (with a few exceptions).

Only characters who start out in Vest, Solriket or den Gylne Keisers rike can chose Jiu Jutsu at level 1. Other characters either have to travel to said countries to learn it or practice under someone who knows the art already.
Jiu Jutsu cannot be used aggressively, only to counter attacks. And since it is an unarmed combat style,  you cannot be armed when using it. In addition, it cannot be used against armed opponents until you have designated 3 slots to the art.
Also, you can only use Jiu Jutsu against humanoids up to one size category larger than yourself.

When using Jiu jutsu, you get as many counters as the art allows you, and they do not count towards your attacks/actions the next round.

Jiu Jutsu and Specialization:
The first slot gives you +1 attack, +1 hit/dmg and +1 modifier on the Jiu Jutsu table.
The second and subsequent slots give you +1 hit/dmg/table modifier.
The third slot allows you to use Jiu Jutsu against armed opponents.

Jiu Jutsu Table:

Roll Dmg KO%    Maneuver
20    2    15    *Throw
19    2    10    **Pressure Point Strike to the head
18    1    10    ***Choke Lock
17    0    0    Grab
16    2    7    **Pressure Point Strike to the neck
15    2    5    *Throw, and the opponent must save vs Paralyze on his attacking arm
14    0    0    Regular Parry
13    1    3    ***Wristlock
12    1    2    ****Body Punch
11    0    0    Sudden Sidestep (5 feet in any direction)
10    1    1    *Trip
9    1    2    ****Low kick
8    0    0    Disarm
7    1    3    ***Elbow Lock
6    1    5    **Pressure Point Strike to the chest
5    2    7    *Throw
4    2    8    **Pressure Point Strike to the stomach
3    0    0    Sudden Leap (10 feet in any direction)
2    1    15    ***Choke Lock
1    2    20    *Throw

*The opponent ends up on the ground and must use a move action to get up or continue fighting on the ground.
**You take damage if you were hit, but can be quite powerful if you also know Dim Mak.
***See wrestling rules on Locks. Choke Locks also makes opponents pass out if they are unable to free themselves when it’s their turn. They die after 1/3 CON rounds if the lock is maintained.
****You take damage if you were hit.

Sumo wrestlers originate from the empire of Vest, where they enjoy a life of fame and luxury. But their life is not just all show and games – they can also be deadly opponents if they want.

Regardless of how weak a sumo wrestler is before he begins his career, his strength will soon rise to astronomical heights as he levels up. But his dexterity will sadly suffer, as will his weight and movement rating.

Fighter class

CHA 15

Can only learn bludgeoning melee weapons and bows (must be strength bows or they will break)
Cannot wear any armor unless it has been designed specifically for the sumo wrestler. Once he levels up, the armor must either be modified or it won’t fit anymore.

One of the highest ranking social classes of the Vest society.
Impervious to subdual damage.
Treated as a large creature with 4 legs during Overbearing.
A sumo wretler is considered to be armed at all times and all his attacks deal lethal damage (of course, they can choose to deal subdual damage during tournaments, shows and contests – unless they have a reason not to).

Lvl    Abilities
1    Sumo Wrestling, Sumo Lifestyle
2    +1 STR, -1 DEX
3    +1 DR/All
4    +1 STR, -1 DEX
5    +1 DR/All
6    +1 STR, -1 DEX
7    +1 DR/All
8    +1 STR, -1 DEX
9    +1 DR/All
10    Sumo Charge, +1 STR, -1 DEX
11    +1 DR/All
12    +1 STR, -1 DEX
13    +1 DR/All
14    +1 STR, -1 DEX
15    +1 DR/All
16    +1 STR, -1 DEX
17    +1 DR/All
18    +1 STR, -1 DEX
19    +1 DR/All
20    Sumo Slam, +1 STR, -1 DEX (this is the last level where STR and DEX is modified)

Sumo Wrestling: The only unarmed combat style a sumo wrestler can learn, is sumo wrestling. but what a great fighting style it is! Sumo wrestling deals 1d4 lethal bludgeoning damage, and every slot you gain gives you +1 attack/hit/dmg with your hands. Whether you push, punch, pound, swing or hammer away with those fists of yours, you do a truckload of damage! sumo wrestlers are the only ones who can learn this fighting style, and it is the only known fighting style which Jiu Jutsu cannot be used to counter.

Sumo Lifestyle: +10 kg bodyweight pr. lvl, -1 movement pr. 30 kg gained. +1 society point pr. lvl. If you ever leave the sumo wrestler class, your lifestlye sticks with you, causing you to gain more weight while losing more movement. And alas, your hard gained STR will recede by 1 point EVERY level until it is back at where it started before you became a sumo wrestler. Your DEX, however, will not increase.

Sumo Charge: If you charge someone during the first round of combat, you can take 2 movement actions, followed by a full round action of Sumo Wrestling attacks.

Sumo Slam: You can sacrifice all your attacks but 1 in order to make a single Sumo Slam attack as a standard action (if you are able to perform more than 1 standard action in a round, you can still only do one Slam every round). The Sumo Slam attack deals Crushing/Structural damage, and you gain +1 hit pr. attack you have sacrificed as well as all the damage the other attacks would have caused. This means that a sumo wrestler who has 10 attacks who all do 1d4+20 (just an example) dmg, can sacrifice 9 of his attacks to perform a single crushing slam which has a +9 bonus to hit and a 9d4+180 bonus to dmg.

Talona is the only known evil demi-god who follows the Eight Immortals. Therefore, even though his followers are often assumed to be demon worshippers, they are not. But they would probably be persecuted a lot more, was it not for the fact that The Black Fangs of Talona have specialized in giving advice to rulers and important persons, as well as keeping them alive by checking their food and drink for poison.

Any Evil
INT 15

Required NWPs:

Bonus NWPs:

Cannot Turn Undead
If the priest has a CHA of 12 or greater, he must tattoo himself in the face with demonically hideous patterns and images to be treated as having no more than CHA 11.

Weapons allowed:
All swords, maces and hammers, and a ceremonial dagger especially prepared with poison chambers.

Armor allowed:

Major Spheres:

Minor Spheres:

Lvl    Abilities
1    Accustomed to Poison
3    Identify pure poisons by smell
5    Identify poisons in drinks by tasting
7    Identify poison in food by tasting
10    Disease Touch
12    Hold Touch

Accustomed to Poison (Ex): +4 bonus on saves vs poison. If save is successful, poison has no effect. If fail is saved, poison has same effect as it would if a normal person saved successfully. Able to save against poisons which offer no save.

Disease Touch (Su): As a free action, the priest can cause a horrible, flesh rotting disease in any living being by touching it. The skin decays and turns green before pieces of flesh start falling off until the victim dies. Save vs Death DC 20 or lose 1 CON daily until death. This ability has unlimited uses daily.

Hold Touch (Su): as a Free Action, the priest can paralyze a target by touch. Save vs Paralyze DC 24, or be paralyzed for 1 turn.

The Picts are originally from Avalon, a fabled kingdom where King Arthur and his knights reigned from Castle Camelot. When Arthur and his men were slain by the demon Daliah, the whole of Avalon was transformed into treacherous swampland. And it stayed that way for almost a millennium, until the day a direct descendant of the old king entered Camelot and claimed it as his own. Brent Campbell of Breadalbane was his name, and the picts swore allegiance to King Brent. After Brent was crowned king, the swamps reverted back to forests and farmland, but the picts stayed the same. After a thousand years of living in the most deadly swamps known to man, they had become master survivalists.

+1 STR
+1 DEX
+2 CON
-5 CHA

Picts ignore hp rolls of 1-3.
All HD categories are one die size larger – wizards roll d6, rogues d8, priests d10 and fighters d12.
Low light vision
Infravision 120 feet
Move without trace in swamps and marshes
95% undetectable in swamps and marshes if they stand still
50% MR
Con bonus to saves (same as dwarves)
Immune to Fear

Bonus NWP:
Survival (swamp)
Sign Language
signaling (underground)

The trademark of the picts is their fondness of the dark and how they have adapted to it. In everything from the greyness of dusk to pitch black, they use their hearing and infravison in a form of blind-fighting which grants them +2 hit and AC.