Lorthain Tamen

Lorthain is a little taller than an average man, but his muscled frame makes him imposing. He is quiet and thoughtful, but when he is merry, his laugh fills the room. His hairless head makes him easy to pick out in a crowd, or find on a battlefield. His dark brown skin shows the scars and wrinkles of many decades of travel, looking to be over 40 cycles of age.

Background

Lorthain was born in the Tower; his father was a refugee from the Southern Empire of Ish. His father became an Archeon and his mother a librarian at the Tower. He enjoyed his time growing up among the ancient tomes and empty passages and took the mantle of Archeon with pride and reverence when he was old enough. He was assigned to Malynn when Malynn was a young initiate, as all Archeons are assigned to Luminar by the Tower; but they have grown to be good friends.

Motivations

Lorthain follows the law of the Tower to the letter. If someone is believed to the a Ravager, they must stand trial; and if found guilty, they are silenced. There is responsible use of magic and there is not, there is no gray to him in this area. His second goal is the protection of his friend Malynn.
If the adventurers end up in the drinking tent, Malynn will be waiting at a side table. He is playing a card and token game with his companion. When he sees the group read the following.

Losvari

Losvari – The Elves of the East

About

The Elves of Aradan were those who answered the call to defend the Aradan Kingdom from the northern forces of the sorcerous King Baleband. They signed a pact to defend the people of Aradan now and in the future against those who would oppose them. Members of each elven culture joined with the Aradani to try and halt the advancement of the forces of darkness from the North.

When the Disappearance happened, the Elves of Aradan became trapped in the most volatile part of the In-Between. They fought for their lives for centuries in these dream-like wastes. Now they have begun to return, sometimes violently, to the lands of Atheles.

They have adopted the name Losvari, meaning the “lost people”.

Ranariel, a Losvari elf who was captured by the Whirling Blades after he returned from the In-Between. He lost his arm in battle, but his foes have found he is just as deadly with his left hand.

Luminar

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT

A luminar is a formally trained spellcaster. They have typically received their education from one of the magical institutions in Atheles, like the Wizard Tower, the Druid Council, or one of the many established churches. Though their base stats might be shared, their spell choices and Talents should reflect their specific path of learning.

 

Starting Spells known at level 1
Spells 6+1/2 INT

 

Mana Pool Table 1: Base Mana per Day

Caster Level Mana per Day
1st 2
2nd 4
3rd 7
4th 11
5th 16
6th 24
7th 33
8th 44

 

Mana Pool Table 2: Mana Bonus (Based on INT Score vs. Spellcaster Level)

INT Score Level of Spellcaster  
1-2 3-4 5-6 7-8
+1 1 1 1 1
+2 1 4 4 4
+3 1 4 9 9
+4 1 4 9 16
+5 2 5 10 17
+6 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

 

Level Base Attack Bonus (BAB) Class Bonus Luminar Base Mana Level Bonus*
1st +1 Elemental Type, Elemental Focus, Energy Burst, Spell Book, Starting Spells, Spell Sight 2 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 4 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 7 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells,Survival +2, Energy Blast 11 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 16 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Energy Wall 24 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 33 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Call of the Elements 44 +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Elemental Type: A luminar chooses the types of energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity. They gain 2 elemental types at level one and gain another at 2nd, 4th, 6th, and 8th levels.

Elemental Focus: Elemental focus is a magical ability that targets an object to become a bonded focus between the spellcaster and the element. It takes a free action to cast, and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

The spellcaster pulls energy from themselves to create a focus for elemental magic. While natural elements may be available, elemental focuses allow for a spellcaster to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment to the spellcasters, instead just describing how it feels to create them. A spellcaster can only have 1 focus active per 2 spellcaster levels.

Fire

Focus: a burnable item or a piece of metal

The spellcasters body cools as they transfer heat into the focus item, their body dropping a few degrees for 10 minutes. Flammable items burst into flame while metal becomes hot for the duration of the spell. Flammable objects burn the standard amount of time and metal stays hot for 1 hour per spellcaster level.

Water

Focus: A jar or small container

The spellcaster fills a vessel with spit, sweat, or blood to create a focus causing them to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Water (Ice)

Focus A metal bar

The spellcaster’s body warms as they transfer heat from the focus item, their body rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: A jar or container

The spellcaster exhales air into a vessel as a focus. This causes them to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: A copper wire bound upon itself creating a twisted loop

The spellcaster imbues the wire with electricity from their body causing their heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: A jar or container filled with soil, or a rock, stone, or gem.

The spellcaster imbues the earth with part of themselves, which may be saliva, breath, blood, or spirit. The spellcaster feels numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: The luminar fires a small orb of energy (caster’s focus) at the target. They must succeed on a magic attack to hit the target. The orb deals 1d4 +1 points of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus). This ability gains in power and adds 1d4 +1 damage per 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a “spell book” to keep track of their spells. This doesn’t have to be an actual book—it could be a staff inscribed with runes, detailed tattoos, or even pieces of leather inscribed with small text.

Spell Sight: A luminar can use Spell Sight to memorize a spell that they witness being cast. This ability is detailed further in the chapter on Magic.

Starting Spells: A luminar gets starting spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check to know about magical history, lore, or effects.

Level 4

Energy Blast: Up to three times per day, the luminar can cast a small orb that explodes in a chosen energy (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Level 6

Energy Wall: Once per day, a luminar can summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) to any who cross through it. The effect lasts for 2d4 rounds. 60’ range.

Level 8

Call of the Elements: Once per day, a luminar can summon a raging storm of chosen energy (fire, ice, acid, stone or air) to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC (Difficulty Class) 18, Reflex save for half damage. The luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

SagaBorn 1.0 Stats

Hit Die: d6

Class Abilities: Primary Spellcaster Ability (INT,WIS, CHA)

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

Starting Spells known at level 1
0 Mana Spells 4
1 Mana Spells 2+1/2 Spellcaster Primary Ability Bonus*

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart __. The Spellcaster chosens their primary Spellcaster Ability when they choose a spellcaster class (INT,WIS, or CHA).

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +1 +0 +2 Energy Burst, Spell Book, Spell Sight 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +1 +0 +3   Bonus Hit Point, +1 Skill Point
3rd +1 +2 +1 +3 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +2 +2 +1 +4 Energy Blast +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +2 +2 +1 +4   +1 Deflection Bonus to AC, +1 Skill Point
6th +3 +3 +2 +5 Energy Wall, 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +3 +3 +2 +5   Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +4 +3 +2 +6 Call of the Elements +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Energy Burst: You fire a small orb of energy (caster’s focus) at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 +1 points of chosen energy damage. Energy: Fire, Ice, Acid, Stone, Air . This ability gains in power and adds 1d4 +1 damage for each 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a spell book to keep track of their spells. This doesn’t have to be a book, it could be a staff inscribed with runes, or detailed tattoos, or pieces of leather inscribed with small text.

Energy Blast:  You cast a small orb that explodes in a chosen energy up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The Luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Energy Wall: Once per day, you summon a 15’x2’ wall of energy that does 6d4 damage of chosen energy damage to any who cross.

Call of the Elements: Once per day, you can summon a raging storm of chosen energy to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC 18 Reflex for half damage. The Luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

Luntris

Luntris, the “White Moon of the Tides,” is one of two moons above Uteria’s night sky. While the red moon is associated with magic and seems to have almost no gravitational pull, the white moon’s path has a considerable effect on the tides.

The-Adventure-Begins_web

M Bar

M Bar, also known as Monster Bar, is a hidden pub in the Northeast part of Kowal.

M Bar is in the converted cellar of Etahn Belbane. Etahn was a merchant for many years until his traveling caravan was attacked by newly returning creatures. As his livelihood was wiped out, he picked up a bow and sword, and began to hunt the beasts that invaded his homeland. After many years of this, he hurt his leg, and settled down to retire.

He was not a person to sit still, so he converted his cellar into a trophy room, showcasing creatures, skeletons, and more from his many hunts. People came to see these oddities, and one thing lead to the next and he began serving drinks. It was nicknamed Monster Bar, but he shortened it to M Bar to not scare off potential clients.

He lives in the house above with his longtime partner, Lonald. Lonald is quite eccentric, often requesting people address him as Sir Lonald.

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Magic

Magic is rare in Atheles.

The one rule of magic that is constant, is that energy must come from somewhere, it doesn’t just appear.
Master Irphazan, Druid Council

 

Magic had long been absent from the world. The stories of it turned to legend. People moved on, living life as comfortably as they could in the mundane world around them.

Then something happened. Magic began to return. People found they had power. And with power also came fear. Each land in Atheles has reacted differently to the return. In the Westlands it is feared, but not outwardly punished in many places. In the Eastlands, the use of magic is punishable by death. In the Northlands it is viewed as curious and a great advancement for the world, but still feared by many. In the Southlands it is controlled and used solely by the Wizard’s Guild.

 

The History of Magic

 

“The history of magic has been greatly disputed throughout the human ages. Since I cannot speak of the experiences of the elves or elflings, the dwarves or the gods, I can only  attest to my own studies of magic in the human realms. Our records show that the Druid Council was formed over 2000 years ago. It existed before that as small groups, but we formed our first Grove deep inside the Mysthorn forest. Other groups formed later. The Wizards of Ish formed when that empire rose to power around a thousand years after the Druid Council formed. The Mages of the West formed in 4699 CE. Before the Mages of the West, many of those gifted would spend their days locked away in small cottages on the edges of the wilderness experimenting and testing their powers.

Then there was Uthgard and the Necromancers. Olaekin Baleband, popularly known as the Warlock King, was obsessed with extending his own life. He brought his kingdom to power and his people prospered, but he used that power to subjugate those who opposed him. He gathered some of the best minds and most gifted magic wields under his care. He believed that the greatest weakness of the powerful was death. His Necromancers found ways to extend his life ten times longer than a normal human’s lifespan. During his war against the Aradan Kingdom, his top Necromancers formed the Nulthari, who were the ones who used unspeakable magics to destroy the Eastlands.

And then the War stopped. Magic disappeared in a flicker. Those races most in touch with the power also disappeared. Many theories have tried to explain the Disappearance, but none have proven completely true. The old groups fell apart. The Druid Council fell from grace as people began to mistrust those who once used magic. The Council fell apart and most of our knowledge lost over the centuries. The Mages disbanded when Eredar was destroyed during the Great War, and only reformed a mere 80 years ago.

We are in a time of rebirth when it comes to the Arts. The old groups hold power again. We will see how the new cycles turn now that magic is once again in Atheles.”

 

Aledyn , Druid of Bordon, Traveler of the East.

 

“The old lands of the Aradan Kingdom to the east are uninhabitable wasteland. A twisted land that stretches around the old northern Kingdom of Uthgard to the deep south. Magic has been abused throughout our history, and I am here to make sure it does not happen again.”

 

Grand Lord Archeon Techaan, sitting upon the Warden’s Throne in the Tower of the Guardian.

 

Magic System (SagaBorn RPG)

 

Magic has the Foci; Earth, Water, Air, Fire, and Spirit, and the sources; the Self, the World, and the Navirim. Magic is not an external force, it is a link between all these things. We are all connected, and magic binds us. It has no morals, no agenda, it is just the link. What we do with the link defines us as a being.”

 

Teldior Adrastai, Druid of the Bordon Grove.

 

Under the Sagaborn rules, mages are able to cast spells due to mana. Mana is a mix between personal energy, energy from the environment around the caster, and energy from the Navirim – the Dream World. They have a limited amount of mana per day, although by ravaging or focusing a mage may be able to cast more spells than their mana pool normally allows.

Mana Pool (mana per day)

After 8 hours of rest, a spellcaster gains a base mana pool to pull from in order to cast spells. This mana is based on two factors: (1) the character’s caster level and (2) their primary spellcasting ability score.

MANA POOL = BASE MANA + MANA BONUS

The following table indicates the base mana gained each day (after 8 hours of rest) based on the caster’s level.

Mana Pool Table 1: Base Mana per Day

Caster Level Wylder, Luminar Mana per Day Bard Mana per Day
1st 2 0
2nd 4 0
3rd 7 1
4th 11 2
5th 16 6
6th 24 9
7th 33 11
8th 44 14

Spellcasters can also receive bonus mana if their primary Spellcasting Ability Score (i.e. Intelligence, Wisdom. or Charisma) is high enough. At first level, a player chooses their spellcaster’s primary ability, which all their bonuses are based upon. They cannot alter this choice, unless they change a spellcasting class, such as changing from wylder to luminar, or wylder to fighter.

Most spellcasters in Atheles use Intelligence as their primary spellcasting ability; however, the Game Master should feel free to allow the use of Wisdom or Charisma for the primary spellcasting ability if it makes for a better story or character development.

To determine your mana bonus, simply consult Table 2 and find the intersection of the row for your primary spellcasting ability score and the column for the maximum spell level your character is capable of casting.

Mana Pool Table 2: Mana Bonus (Based on Spellcasting Ability Score vs. Spellcaster Level)

Spellcasting Base Ability Score Level of Spellcaster  
1-2 3-4 5-6 7-8
12-13 1 1 1 1
14-15 1 4 4 4
16-17 1 4 9 9
18-19 1 4 9 16
20-21 2 5 10 17
22-23 2 8 13 20

To calculate your total mana allowed per day, referred to as your mana pool, just add your base mana to your mana bonus.

For example, a 5th level luminar with an Intelligence of 17 would gain 9 extra mana points per day to add to her base mana of 16, for a total of 25 mana per day (assuming her base ability is Intelligence).

Preparing Spells

A spellcaster can cast any spell that they know. They do not have to memorize or pray to gain access to the spell. If the spell is on their known spells list, they are allowed to cast it, as long as they have the mana to do so.

Learning New Spells

Since magic has been gone for so long, much of the knowledge and lore of spellcasting has been lost as well. While being part of a magic group such as the Otari gives a better chance of expanding your spell knowledge, most spells are learned from ancient scrolls, or directly from other casters. One of the most common ways to learn is through Spell Sight, which is detailed later in this section. If a spellcaster receives spells at level-up, their mana cost cannot be higher than the spellcaster’s level. A spellcaster can learn spells higher than their level through Spell Sight.

Spell Sight: A mage can use Spell Sight to learn a spell that he witnesses being cast from memory, but not a spell cast from a scroll or device. To successfully memorize a new spell, a mage must make a Spellcraft check (DC 15 + the spell’s mana cost) immediately when he sees a spell being cast. If his Sight is successful, the spell can be recorded in the luminar’s spellbook, or take a part of the wylder’s Spell Memory. If a wylder already knows the max amount of spells, they must forget one in order to memorize the new one.

Regaining Mana

Mana is the source of a spellcaster’s essence. As their mana is consumed, it puts a strain on a spellcaster’s mind and body. Even though this may not manifest as actual damage or a condition affecting your character, try to think about this when roleplaying your character to add a layer of story to your gaming session.

A spellcaster regains their full mana pool (base mana and bonus mana) after a full 8 hours of rest.

Casting Spells

Each spell has a specific minimum or Basic Mana Cost. Spells are cast at their basic mana cost but can be modified by adding more mana. A mage can add two (2) mana to any spell to add another die to the spell’s dice pool.

Example: Caedric casts Heal, which at its basic mana cost of one mana point, heals 1d8+1. If Caedric spends two additional mana points in the spellcasting, the spell does 2d8+1. He can do this until he is out of mana. The same rule applies for casting spells that have a dice pool for damage. For every two additional mana points spent, the mage adds an additional die to the damage roll.

If there is a savings versus a spell, the player is rolling against the spell DC. Spell DC is based on the spell’s mana cost.

Spell Mana Cost Save DC
0 13
1 14
3 15
5 16
7 17

Armor and Magic

A mage can cast any spell in armor, unless the armor consists of steel or iron. Iron and steel negate the drawing of magical energy, and can harm the spellcaster if the metals and spellcasting are combined.

Focusing and Ravaging – Ways of attaining more Mana.

Once a spellcaster has exhausted all her mana for the day, she must typically rest for 8 hours to regain it. However, if the need is desperate, a mage can attempt to pull energy for their spells from themselves or the world around them to continue casting, despite their lack of mana.

There are two different ways of regaining mana after it has been spent. Resting and meditating are the best and safest ways to regain mana, but sometimes spellcasters find themselves in a situation where they need enough mana for one last spell. If this is the case, then a spellcaster can either focus or ravage to gain more mana. These are not common or safe ways to regain mana and they have consequences, either to the caster or those around them.

Focusing – Wardens

If a spellcaster wants to pull energy directly from herself, she must Focus on her own life essence. Focusing requires concentrated effort to ensure that the spellcasters only uses energy from within themself, and do not accidentally draw the life force from any creatures or plantlife nearby. This philosophy is called warding, and in ancient texts some identified themselves as Wardens of the Lands.

Converting life energy in this manner is extremely dangerous and draining, and can cause great harm to the spellcaster. When casting a spell without sufficient mana, a spellcaster must make a Spellcraft check (DC 15 + spell cost). If he fails this check, he takes Mental Fatigue damage equal to the spell’s mana cost. If he succeeds, he only takes half damage rounded down.

Roll a Spellcraft Check:      Focusing DC = 15 + spell’s mana cost

Accidental Ravaging

Ravaging is a dark and violent act, even when a caster does it out of desperation, or by accident. If a mage is about to die, but must use magic to save his companions, he must make a tough decision to turn to such a desperate act. Other times a mage might make a careless mistake. If a warden mage rolls a natural one (fumble) on his Focus check and has a Spellcraft skill less than 10, he will accidentally ravage his surroundings, despite his best intentions. However, once a Warden has trained thoroughly and has a skill of at least 10 in Spellcraft (skill plus ability modifier), he needn’t worry about this happening by accident.

When a Warden accidentally ravages, all creatures within a radius equal to 10’ times the spell’s mana cost take one hit point of damage. However, if the same warden tries to Focus again on the same day, before recovering their mana and fatigue, and they accidentally ravage again, all living creatures within a 10’ radius of the caster will take physical damage equal to the spell’s mana cost.

Mental Fatigue

Mental Fatigue damage can be treated similar to non-lethal damage. It is not deducted from your current hit points, but a running total is kept. If, at any point, your Mental Fatigue exceeds your current hit points, you fall unconscious. Also, as long as a character has at least one point of Mental Fatigue, he is considered fatigued.

Mental Fatigue is also unique to other forms of damage; it cannot be healed using the Heal spell. It only regenerates with time. After a full 8 hours of rest, all Mental Fatigue is removed and all mana is recovered.

Ravaging – Ravagers

Ravaging is a way to gain mana for those who do not concern themselves with where the energy comes from… as long as it is not from themselves. Once they exhaust their mana points, they can attempt to continue casting spells by drawing on the life force of all living things around them.

Ravagers have no need to concentrate on where the energy originates from, and no concern for what is harmed by their evil acts. When casting spells in this manner, all living creatures within a specific radius of the spellcaster take physical damage. At the Ravager’s discretion, one of the following occurs:

(1) All living creatures within a 10’ radius take damage equal to the spell’s mana cost, or

(2) All creatures within a radius equal to 10’ times the spell’s mana cost take 1 hp of damage.

A ravager’s act is instantly recognizable. Anyone within the circle feels their life essence drain from them, usually accompanied by a headache and chills. But even those outside of the affected radius are instantly aware. Small plants, such as grass and weeds, shrivel and turn black. Nearby surfaces of inhabited waters become speckled with small dead fish. Insects become desiccated instantly, like a cicada’s molted skin.

When a caster Ravages, he rolls a d20. On a natural 1, he fails his casting check and will pull the mana directly from himself, causing physical damage equal to the mana cost of the failed spell.

As Ravagers continue to perform these heinous acts, many experience physical changes to their appearance. The effects are subtle at first; dark bags under the eyes, a lingering cough, dry or chapped lips, etc.; but they become more noticeable over time, displaying sunken or discolored eyes, sickly complexion, and dark veins running under their skin, etc. Some scholars claim that tales of hideous twisted crones with greenish skin, long hooked noses, and warts were the result of ravagers who overused their powers. If you choose to play a Ravager, be creative with the effects of the magic, to make the character your own.

Ravage Points (optional)

Every time a spellcaster Ravages, on purpose or by accident, her appearance can change as well as how others perceive her. As you gain Ravage Points, you become corrupted and your appearance shows it. An adventurer can rid herself of Ravage Points by doing things that the Game Master deems as redemptive.

Ravage Points Suggested Corruptions
1-2 No appearance change.
3-4 Warts on face or nose, bags under eyes.
5-6 Dark shadows around eyes, bluish lips.
7-8 Pale skin, slight showing of veins.
9-10 Hair becomes stringy or turns grey or white, gain cough.
11-12 Eyes become pale or bloodshot, fingernails elongate.
13-14 Eyes sink, skin becomes pale and sickly, with a yellow, green or bluish tint.
15-16 Loss of weight, people feel uncomfortable around you.
17-18 Teeth become stained or rotten and some may fall out, body stench.
19 Stooped posture, pale skin becomes wrinkled or glossy.
20 Eyes become all white. Cannot hide the aura of evil around you.
21-30 Hair falls out, skin pulled tight over bones, lose 1 CON.
31+ For every ten Ravage points after 30 you permanently lose 1 CON.

Malynn Andros

Malynn is a man of medium height, but many feel he towers over them. His dark hair is speckled with a little gray, but he still looks no older than his late twenties. His piercing blue eyes and commanding personality fill any room he is in. Many in the city consider him dangerous, as he has made no secret of his ability with magic.

Background

Malynn is a member of the Otari. The Tower sent him to keep eyes on the events within the city. Malynn is especially interested in the interactions between this new government and the newly integrated “non-humans.” Malynn has passed off his visit to the city as a representative of the city of Tyr. With Tyr so far to the East, no one has reason to question him.

Motivations

Malynn is in the city for the Tower only. He dislikes being away from the Tower and finds the lack of magic in the West disconcerting. His current concern is the circus and some of its performers. He suspects the seer and her family of ravaging, but he hopes to drive some bigger prey out into the open by giving them space. He is also interested in anyone he comes across with any talent in “The Art.”

Mana

Mana Pool (mana per day)

After 8 hours of rest, a spellcaster gains a base mana pool to pull from in order to cast spells. This mana is based on two factors: (1) the character’s caster level and (2) their primary spellcasting ability score.

MANA POOL = BASE MANA + MANA BONUS

The following table indicates the base mana gained each day (after 8 hours of rest) based on the caster’s level.  

Mana Pool Table 1: Base Mana per Day

Caster Level Wylder, Luminar Mana per Day Bard Mana per Day
1st 2 0
2nd 4 0
3rd 7 1
4th 11 2
5th 16 6
6th 24 9
7th 33 11
8th 44 14

Spellcasters can also receive bonus mana if their primary Spellcasting Ability Score (i.e., Intelligence, Wisdom, or Charisma) is high enough. At first level, a player chooses their spellcaster’s primary ability, which all their bonuses are based upon. They cannot alter this choice, unless they change a spellcasting class, such as changing from wylder to luminar, or wylder to fighter.

Most spellcasters in Atheles use Intelligence as their primary spellcasting ability; however, the Game Master should feel free to allow the use of Wisdom or Charisma for the primary spellcasting ability if it makes for a better story or character development.

To determine your mana bonus, simply consult Table 2 and find the intersection of the row for your primary spellcasting ability score and the column for the maximum spell level your character is capable of casting.

Mana Pool Table 2: Mana Bonus (Based on Spellcasting Ability Score vs. Spellcaster Level)

Spellcasting Base Ability Score Level of Spellcaster  
1-2 3-4 5-6 7-8
12-13 1 1 1 1
14-15 1 4 4 4
16-17 1 4 9 9
18-19 1 4 9 16
20-21 2 5 10 17
22-23 2 8 13 20

 

To calculate your total mana allowed per day, referred to as your mana pool, just add your base mana to your mana bonus.

For example, a 5th level luminar with an Intelligence of 17 would gain 9 extra mana points per day to add to their base mana of 16, for a total of 25 mana per day (assuming their base ability is Intelligence).

Marn’s Refuge

In a city made unpleasant from ubiquitous dirt and toil, along with the ruling fist of the Zadeku family, a man named Marn Te’sterst, two generations ago, created an underground refuge for himself and his friends. At first, it was nothing more than a safe place to relax and enjoy themselves without having to worry about visiting tax collecting thugs—a place they could keep clean and stocked with spirits and games. Then, it became a place where a conspiracy was born to take down the Zadekus and other ruling elites, so that all of Kowal could be made more like the refuge…however, they never grew the courage to make a move. Now, two generations later, Marn’s grandson Jorl runs the refuge. To this day, they gather weekly to drink, play games, and talk of a revolution that never seems to get any closer to fruition.

Martyn

Martyn Czemiel
Race: Human
Class: Rogue
Challenge Rating: 6
Size: Medium
Initiative: +5

Defense
Hit Points: 31 (7HD)
Armor Class: 19, touch 16, flat-footed 14
Saves: Fort +4, Ref +12, Will +3

Offense
Speed: 30
Base Attack: +5
Melee: Woe – legacy short sword +11 (1d6+2), dagger +11 (1d4+2)
Ranged: Crossbow +10 (1d8)
Special Attacks:

Statistics
Abilities: STR 13, DEX 20, CON 10, INT 12, WIS 9, CHA 13
Skills: +8 Acrobatics, +2 Athletics, +4 Awareness, +1 Endurance, +1 Knowledge, +5 Persuasion, -Spellcraft, +0 Survival, +12 Thievery
Talents: Advantage, Blind Fight, Investigator, Stealthy, Weapon Dexterity
Special Qualities:

Ecology
Environment: Kowal
Organization: Wanderers

Equipment: Spyglass, Legacy Short Sword, 2 Daggers, Crossbow, 12 bolts,

Background

The head of the Wanderers in Kowal. Skinny, scarred, patch over one eye. Bright white teeth. Tyrian silks and leathers. Jewelry. Scruffy. Hair in a top knot, shaved sides – hair and eyes dark brown. Irreverent.

It is said that Martyn never said no to anything. Adventure, drink, food or … company. And he is just as open to those who want to join the ranks of the Wanderers. If you have what it takes, then he grants you your Coin with a wink. If you find you are not cut out for the road, Martyn will do his best to find you work among the many shops of the city of Kowal.

History 

Martyn was a long time messenger for the Wanderers, traveling from Bordon to Olsztyn to Kowal. He even led some deep explorations into the old Aradan Kingdom, which is where he lost his eye. He claims a demon jumped up and bit it right out of its socket. But only after a mad bout of lovemaking.

He suffered an injury to his leg which made traveling much more difficult, so he settled down and took over the post in Kowal from his old mentor Terrin.

He was traveling companions with Biena, Grael, and Marc.

Characteristics:
Adventurous, Loyal, Quirky

Legacy Items:
Woe – Short Sword – A sword made of Tritium, he named it Woe after he stopped adventuring. Critical range 18-20, +1 to hit and damage.

Bladeturner – Leather Armor – A suit of armor which was given to him as a gift from Marc. It is of masterwork quality, and is well worn and well taken care of. Damage Reduction 2 and +1 to AC.