d20 Better Mousetrap Games Welcome to HAEL

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Welcome to A d20 Sourcebook Fully Psihammer™ compatible Three new Classes Three re-worked Classes Four new Races Wild’erb poisons Nuclarine technology A whole new world! HAEL

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d20 Better Mousetrap Games Welcome to HAEL

Transcript of d20 Better Mousetrap Games Welcome to HAEL

  • Welcome to

    A d20 Sourcebook Fully Psihammer compatible

    Three new Classes

    Three re-worked Classes

    Four new Races

    Wilderb poisons

    Nuclarine technology

    A whole new world!

    HAEL

  • WELCOME TO

    HAELProudly, yet humbly, brought to you by the good folk at...

  • welcome to

    haelBy Patrick Taylor

    Requires the use of Dungeons & Dragons Third Edition Core Rulebooks v3.5 published by

    Wizards of the Coast Inc. under version 1.0a of the Open Gaming License found at www.wizards.

    com/d20/.

    Open game content may only be used under and in the terms of the Open Gaming License. Dungeons

    & Dragons and Wizards of the Coast Inc. are registered Trademarks of Wizards of the Coast

    Inc. and are used with permission. The D20 System and the D20 System Logo are Trademarks

    owned by Wizards of the Coast Inc. and are used under the terms of the System Reference

    Document, the D20 System Trademark License, and the D20 System Trademark Logo Guide.

    ADDITIONAL CREDITSEditing and Production: Patrick Taylor

    Cover Illustration: Randy Nunley

    Interior Illustrations: Randy Nunley, Patrick Taylor

    Proofreading: Anna Forsyth, Scott Walton

    Cover and Interior Page Design: Patrick Taylor

    Playtesters: Paul Angel, Grant Chapman, Bo Kuklick, Alexander Kuklick, Luke Strotz, Anna

    Forsyth, Scott Walton

    Visit PsiHammer for further gaming material;

    and Karmatech for corporate information.

    OPEN GAME LICENSEDesignated Open Game Content: Welcome to HAEL is published under the terms of the Open

    Gaming License and the d20 System Trademark License. All game mechanics are designated Open

    Game Content. You can use this material in your own works, as long as you follow the conditions

    of the Open Game License. You can copy the material to your website or even put it in a book that

    you publish and sell.

    Designated Product Identity: The following are designated Product Identity in accordance with

    section 1(e) of the Open Game License, included at the end of this document: the HAEL name;

    the Psihammer name; all original names of places, feats, psifacts, races, and characters; the

    following terms as used to describe psychic powers - Forcer, Sixsenser, Energetic, Shifter,

    Psifact, Varibeast, and Id-Fiend; the graphic design and trade dress of this document. Please

    request a license if you intend to re-use any Product Identity.

    This book is protected under international copyright law. Contents Copyright 2005 Patrick

    Taylor. First edition, February 2005.

    All descriptive text including stories, characters, background, proper names and the depictions

    of HAEL and of psychic feats are Copyright Patrick Taylor and may not be reproduced.

    Illustrations, artwork and cartography are Copyright Patrick Taylor. All Rights Reserved.

    Psihammer logo is a Trademark of Patrick Taylor.

    This book is a work of fiction; any resemblance to actual people, organizations, places or events

    is purely coincidental. Copies of the material herein are intended solely for your personal,

    noncommercial use, and only if you preserve any copyright, trademark, or other notices contained

    in or associated with them. You may not distribute such copies to others for a charge or other

    consideration without prior written consent of the owner of the materials except for review

    purposes only.

    Patrick Taylor

    Unit 4, 15 Boyle St

    Balgowlah, NSW.

    Australia. 2093 ABOUT THE AUTHOROnce obsessed with world domination, Patrick Taylor is now Ghandi-esque freak hell-bent on world peace, who writes cool new RPG material in order to convince the unknowing that he is cuddly and fuzzy, and just plain whole-some. He is already deep into the process of producing several D20 MODERN supplements.as well as NON-d20 material, and is years along the track of creating the ultimate RPG rules system. Stay tuned!

  • WELCOME TO HAEL

    ContentsWelcome to HAEL 1

    Prof. Grumin Tarsh 1

    Tinzr, Call-en Kirene Druid 2

    Time and Time-Again 2

    Wheels of Weeks and Days 4

    Hael Timeline (Abridged) 4

    Hael History 101 5

    The Races 5

    The Great War of Hael 5

    The civilising of the Orcs 6

    The Daeorc Dominion 6

    Settling of the Gnolls 7

    The Yaena Empire 8

    The Untamed Races 8

    The Calling 9

    The Cross-breeds 9

    Strangers from the sky 10

    Coming of the Nuclarine 10

    A Tale of Six Cities 11

    Blackrock 11

    Glowbane 11

    Farrow 12

    Furbrae 12

    Pridehold 13

    Crossplains 13

    Pure-Blood Races 13

    Daeorcs 13

    Yaena 16

    Humans 18

    Halflings 20

    Kirene 21

    Other races: 23

    Daemen 23

    Strangers 24

    Nuclarine 24

    Character Classes 25

    Barbarian 25

    Cleric 25

    Storyteller (Bard) 25

    Fighter 25

    Druid 26

    Yai-do (Yaena Monk) 26

    Kara`krus (Daeorc Monk) 27

    Paladin 27

    Outrider (Ranger) 27

    Rogue 28

    Sorcerer 28

    Wizard 29

    Nuclarine Technology 29

    Call-en powers 30

    Wilderbs 30

    Yaslin (Toxic Shock)) 31

    Burro (Paralytic) 31

    Naro (Nauseator) 31

    Teelish (Sedative) 31

    Akris (Acid) 32

    Tools of the Trade 32

    Yaena leather clothing 32

    Yaena battle armor 32

    Ko-claws 32

    Kirene Tri-Darts 32

    Nuclarine Spinner 33

    Nuclarine Firespear 33

    Nuclarine Guard 34

    Warpacks 34

    Haeger 34

    Taeyna 35

    Straeder 35

    Religion on Hael 36

    The Old-Gods 36

    Atlash, First Father 37

    Trikaki, Dark Unknown Mother 37

    The Daen-Pantheon 37

    Soroci The Sorcerer 37

    Bahbal Warmaker 38

    Taikrus All Knowing 38

    The Yaenic-Idols 37

    Howler 39

    Firewalker 40

    Redpaw 40

    Animals Native to Hael 40

    Varibeast 40

    Crooner 42

    Oracle Guardian 42

    Bitebeak 43

    Appendix A: Natives of Hael 44

    Animals 44

    Vermin 44

    Monsters from Psihammer rules 44

    Monsters from the S.R.D. 44

    Appendix B: Strategic Data 45

    Daeorc Dominion 45

    Yaena Empire 45

    Human Trailsend Tribe 45

    Halfing Sandrider Tribe 45

    Halfling Redland Tribe 45

    Kirene Airthcaller Tribe 45

    Kirene Sea-Eagle Tribe 45

    Strangers 45

    Nuclarine 45

    Map of HAEL 46

    OPEN GAME LICENSE Version 1.0a 48

  • PAGE 1

    Welcome to

    HAELHAEL isnt just another world its a journey into the heart of war, ambition, and drama!

    On the way you will visit a sorcerous Dominion ruled by Daeorcs, the descendants of Orcs; an Empire where the Yaena, the children of the Gnolls, have perfected the arts; and a wilderness where the untamed Humans, Halings, and Kirene endure a life-and-death struggle to survive.

    You will come to the Daeorc towers of High Sorcery, the great Storyteller Lairs of the south, and the desert plains where the Calling brings those who live in the wilderness to the power within themselves.

    The Strangers are here also, trying to escape their fate at the hands of the merciless steel

    Nuclarine. New technology will merge with the power of magic and of the mind, and you will see a war brewed from the mix.

    Hael was not designed to bombard you with a million new creatures and feats, most of which would wreck your game, and the rest of which you would probably never use. Instead, it takes several existing ideas that you know and love Orcs, Gnolls, Humans, Halings, Sorcery and develops them to a degree that makes then new again. Not boring stu like what kind of food they eat or what color clothes they wear on Tuesdays but cool stu, like the techniques Daeorc Sorcerers use in arcane duels; the martial arts styles of the ever-exible Yaena warriors; and the guerilla ghting tactics of Human barbarians with psychic powers.

    Speaking of psychic powers you dont use the same old, over-complex, rules. Instead you can use the streamlined and elegant Psihammer rules, to add a real psychic avor - without the bad aertaste!

    Then Hael takes o with a bunch of inspired and well dened new material like the untamed Kirene and the blood-sacrice rituals of their Druids; the mental powers of the Strangers; the awesome technology of the Nuclarine and their malevolent Steel-Gods.

    All this going and something has got to give and it does! Youll be there for the Second War of Hael, as psychic barbarians, sophisticated Sorcerers, deadly Outriders, murderous Druids, and the alien newcomers make and break alliances, trying to become the lords of Hael.

    Prof. Grumin Tarsh, and the Daeorc perspectiveProfessor Tarsh was born in the sprawling Daeorc citadel of Blackrock, the child of two Councilors who also possessed strong arcane talents. His family traces its proud lineage back to the original Council of Shamen that guided Dreka Wahr to establish the Dominion.

  • WELCOME TO HAEL

    As a child he was forced to wear his Family-Sword early, aer his father was killed defending the Dominion from Kirene pirates o the coast of Glowbane. Unfortunately this led the young Daeorc to hold a grudge that took twenty years to let go of when Tarshs own life was saved by Leta, the civilized Human barbarian who was paid to protect his research expedition into the old Orcish lands.

    Although Tarsh and Leta were never branded as a couple (Tarsh always had high political aspirations, requiring a Daeroc wife) she did bear him a child that he happily took up responsibility for. The Daeman-boy was called Zacke, and although he never bore the Tarsh family name, he was one of the rst Daemen ever admied into the Tower of High Sorcery.

    By the time Tarsh had matured and chosen a life of study over one of politics, Leta had died. She was slain by a Call-en assassin intent on dissuading the Untamed Races from joining the Daeorc and Yaena civilizations. It took Tarsh many years, during which time he lost a great deal of credibility with his peers, until he was able to nd the assassin and enact a vengeance normally only reserved for the slayers of Daeorcs - disembowelment by the family-sword of the aggrieved.

    Since then Tarsh has devoted himself to recording the history of his people, and while non-Daeorcs and Yaena claim there is a great bias in his work, he denies this at every turn. Those who know Tarsh understand that such bias is typical of all Daeorc scholars making bold claims based on their opinions until someone proves them wrong at which time they change their opinion to match the new truth and begin making new claims with the same condence!

    Tinzr, Call-en Kirene DruidLike most of the untamed, Tinzr was born in the wilderness. His mother returned-to-the-wild aer giving birth to him, and he was raised by his aunt and father.

    Although neither of his parents were Call-en, the wilderness spoke to his spirit at an early age. At the same time he was adept to a Druid who trained him the ways of the wild. The initial confusion that is associated with being Call-en distracted him from his Druidic training.

    While his teacher aempted to train him in herbalism and blade-ghting, Tinzrs mind would wander over the plains, searching the world for something more interesting. It oen took a painful crack from his teachers walking stick to make him focus on what he should be doing.

    Aer Tinzr reached maturity he undertook a journey of discovery into lands he had never seen. On the way he met and fell in love with a Kirene pirate queen, dueled with a Yaena Storyteller, and Clashed with a psychic Haling in a bar Crossplains. It was an adventurous time, as beed a Druid who lived so close to the wild.

    When Tinzr eventually wanted to sele down, something urged him to return to the lands of his birth. There he was one of the rst people to meet the Strangers, and doubtless his Call-en nature made this a more fruitful experience than it would have been for anyone else. He discovered that the Strangers were also Call-en, although they did not recognize the word or concept when Tinzr used telepathy to communicate with them. They shared his camp-re for a week, before they grew interested in the Daeorc lands of the north and departed.

    Later, when the Nuclarine began to hunt in his lands, Tinzr realized what important allies he had made in the Strangers. He now uses his powers to Mindspeak with the Strangers whenever they venture close enough to sense, and he uses his Druidic powers to waylay and confuse the Nuclarine.

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    Time and Time-AgainAs far as the people of Hael are concerned, their planet sits in the center of the universe and is orbited every twenty-four hours by a sun named Sulos.

    Because Sulos orbits the planet on a at fairly trajectory, there are limited seasons. Only by traveling north or south does the temperature change. Hael has no moons, and thus no tides, as well as a unique solar calendar.

    The standard calendar of Hael is xed on an arbitrary 300 days derived from 100 times the number of ngers remaining on the sword hand of Dreka Wahr, rst Sovereign of the Daeorc Dominion. The count of years begins with DOM:1, which was the rst year of the Dominion, and currently stands at DOM:834

    The twenty-ve hour day uses standard 60-minute hours, and because most people dwell in the temperate regions of the planet

    the standard meal hours are six-bells (seven oclock) for breakfast, twelve-bells for luncheon, and eighteen-bells for dinner.

    When a signicant event on Hael is recorded the time and date are merged into a single format, as follows: DOM://

    For example, DOM:1/1/9 was the date and time of the signing of the Dominion charter; and DOM:829/243/19 was the hour that the Nuclarine assassinated Eiger II, the last appointed sovereign to rule the Daeorc.

    Dominion spies oen use the calendar as the basis for coding sensitive information.

    Below is an example of day 131 ((4 * 30) +11) in any particular year, although the year is stated above as 834:

  • WELCOME TO HAEL

    Wheels of Weeks and DaysInstead of weeks, the Dominion long ago decided to group periods of ve days into Wheels. Each day in the wheel corresponds to either one of the Old-Gods or one of the Daen-Pantheon. The order of the Wheel is: Atlash (Old), Trikaki (Old), Soroci (Daen), Bahbal (Daen), and Taikrus (Daen).

    The terms Old and Daen refer to the pantheons that are the popular religions of the Dominion (see Religion on Hael).

    Atlash is the rst day in the Wheel, and is the busiest in terms of commerce. Trikaki is usually a quiet day when people recover and plan ahead. Soroci is the day the Council of Magic convenes in the High Tower. Bahbal is a frenzy of activity, to get ready for Taikrus which is a day of rest and prayer.

    DOM:1 The founding of the Dominion at Blackrock by Soverign Dreka Wahr

    DOM:19 Founding of the Yaena Empire at Furbrae by Emperor Hyawa

    DOM:147 Unofficial recording of the Calling among the Untamed Races

    DOM:402 The end of the slavery of the Untamed Races in the Dominion and Empire

    DOM:685 - 748 The rule of Sovereign Taikrus III

    DOM:822 The Crown, a new star is sighted in the heavens.

    DOM:823 The arrival of the Strangers

    DOM:826 Arrival of the Nuclarine

    DOM:828 Nuclarine attack on Glowbane

    DOM:829 The assassination of Sovereign Eiger II by the Nuclarine

    DOM:830 Duke Rhus Takari proclaims an alliance with the Strangers at Blackrock Citadel

    DOM:832 The Yaena and Nuclarine form an alliance, and the Second War of Hael begins...

    The Yaena Empire and Untamed Races have adopted the Wheel to their needs, although their participation in prayer on the day of Taikrus is subdued in comparison to what happens in the Dominion.

    For all spell durations and construction times, a Wheel is considered the same as a normal week. The actual time dierence between a Wheel and a seven-day week is lessened by the fact that days on Hael are slightly longer than normal earth days.

    Hael Timeline (Abridged)The following is a basic time line constructed by the students of Prof. Gumin Tarsh from the records of Blackrock Academy and other institutions :

  • PAGE 5

    Hael History 101 by Prof. Grumin Tarsh

    The RacesBefore the civilizing of the world, there were ve prominent races as well as many less signicant ones. The Orcs of the North-Claw were the largest single group, a tribe that had been ruled by vicious warlords since history began. The Orcs warred almost constantly with the Humans, who also lived as barbarians and struggled to unite under a single banner.

    Humans were not as fast to breed as the Orc, but manufactured superior arms and armor. However, in strength and stature Humans were surpassed by both the Orcs and the Gnolls. Humans also had the bad reputation of forming alliances of convenience with other races and then breaking them when they thought they could gain some kind of advantage. This earned them the slur of peacebreakers, which persists to this day.

    The Gnolls dwelt in the arid desert regions of Hael. If they had been le alone, they would probably have faded into obscurity, but instead the other races encroached upon the places where the Gnolls hunted, and raised their young. Eventually the Gnolls were forced to seal a pact with one of the other races, and because of previous pacts broken by the Humans and Halings, the Gnolls chose to ally with the Orcs.

    The Halings inhabited the wilds and highlands of Hael, consisting of many tribes that looked more or less alike and shared similar cultures. The Halings tried to avoid conict with all other races, except the Gnolls, who they considered too primitive to ever be a real threat. The Halings also occasionally fought with the Kirene, who had dwelt in many places on Hael before the Halings forced them o.

    The Kirene were originally from the forests of Hael, but had become so good at wood-

    working that they became the rst seafaring race. With their four arms and two legs they were ideally suited to complex physical activities, but their relatively weaker limbs could be a disadvantage in combat. However, this was balanced out by the strong mystical connection Kirene have always enjoyed with nature and the elemental forces.

    The Great War of HaelThus the stage was set for the rst Great War of Hael. Historians can only speculate on how the war began, but consensus puts the blame on Humans who broke a pact with the Gnolls and destroyed a Gnoll den (village) to gain access to an important water hole in the desert. This prompted the Gnolls to seek a permanent alliance with the Orcs.

    At the same time in the north, a powerful Orc warlord had subjugated enough tribes to enforce his rule over all Orcs. However, his plans were not particularly inspired, and when the Gnolls approached him to strike a treaty he initially intended to kill them and take their lands.

    However the Gnolls had been holding back a secret. In the depths of the desert they had been training hyena Warpacks for use in what they saw was an inevitable conict. The packs were not the well-drilled formations that can be found today in the Yaena Empire, yet when the Orc warlord tried to ambush them he was beaten convincingly. Retiring to lick his

    Professor Grumin Tarsh

  • WELCOME TO HAEL

    wounds, the warlord appointed the shamen of this tribe to rule as a council in his stead, expecting them to bicker amongst themselves and be easily replaced when he returned. Instead, the shamen agreed to seal an alliance with the Gnolls. The Orc-ish generals approved of the Gnoll Warpacks and were happy for the shamen to replace the old warlord and rule as a council.

    United, the Gnoll Warpacks and Orc armies proved unstoppable. When the Human tribes begged the Haling and Kirene for help, their pleas were assumed to be another deceit. Before long the Humans were scaered, and the Haling and Kirene found themselves alone in the world against the savage armies of the Orc and Gnoll. Although they held no particular grudge against the remaining races, the Orcs and Gnolls of old were not the sophisticated races you see today. They continued their crusade to conquer Hael, and didnt stop until the Halings and Kirene were almost extinct. Thus ended the Great War.

    The civilising of the OrcsAer the war the Orcish Council of Shamen, which led the most powerful army remaining, decided to relocate the North-Claw southward to take advantage of the beer climate.

    They were reluctant to sele anywhere that Human habitation had been founded, mainly because of the a Orcish superstition not to insult the spirits of dead enemies, so they built their capital in a place only an would Orc love; the slopes of a dormant volcano called Blackrock.

    There was much argument in the early days about what to do with the Gnolls aer the war had ended. The Orc generals wished to turn on their allies and aack them by surprise, but the Council of Shamen overruled them

    and declared that the Gnolls now came under the protection of the Orc ancestors.

    They knew this was a lie, but they were wise enough to know that what the Clans needed was time to rebuild. Another war might allow one of the conquered races to rebuild, which could jeopardize their newfound rule.

    The Daeorc DominionThe Council of

    Shamen always knew that at some time the Orc generals would strive to break their power. In perhaps what was the rst enlightened act that Orcs ever performed, the council appointed a young General named Dreka Wahr, to rule as the rst Sovereign of the Dae-orc (literraly, One-orc), which was how they envisioned the united Orc tribes.

    Dreka was not the most powerful warrior, and far from the most experienced general, but with the Council of Shamen to advise and protect him he was triumphant. Although he was wounded in combat many times, the shamen always restored him, and in the end he overcame the other generals through arition.

    Blackrock became the ocial capital of the Dominion, and while Dreka was content to rest on the spoils of his victory, the Council of Shamen entrenched their power and began laying down the laws that were to rule the Dominion ever since. They also negotiated with the Gnolls, and played an important

  • PAGE 7

    part in establishing the Yaena Empire. During this period the Council also decided upon the emblem of the Dominion. They chose as their symbol a black sphere, which represents the position of Hael and the Dominion at the center of the universe. The black of the sphere represents the mountain and capital city of Blackrock, and the emblem doubled as a holy-symbol for the Daen-Pantheon.

    Those Untamed Races that had not been killed or ed to the wilderness were used as slave labor to build the roads and

    monuments that still feature proudly in the Dominion. The initial treatment of slaves was by any standard barbaric and appalling. It was only aer several hundred years of building an empire, and the rise in numbers of the crossbreed races, that conditions improved.

    Today, anyone who becomes a servant of the Dominion (a public servant, military personnel, Sorcerer, or Karakrus) has all his or her equipment supplied through the guild or organization to which they belong the catch being that they are expected to serve the Dominion as the need requires.

    Servants of the Dominion are given steel plates engraved with the symbol of a specic group or organization and the emblem of the current Sovereign. These plates are called Writs, and aer a seller takes a rubbing of the Writ on a piece of paper the Writ holder (the buyer) signs the paper to receive the purchase; later on the seller redeems the rubbing and signature for Gluts and Bloods from the Writ holders organization. Forging of Writs is punishable

    by the death sentence, and few Daeorcs ever aempt to risk such a venture.

    Since the Nuclarine assassinated Eiger II, the Dominion has been without a Sovereign, and in true Daeorc style Duke Rhus Takari has appointed himself to administer the government and the capital. Orderly procession of the Sovereign had never been broken before. Since the Sovereign had always appointed his successor, there is now great uncertainty as to what should happen next. The hydra of politics has reared its ugly heads in Blackrock, and the Council of Magic, the clergy, and the remaining nobility are all vying for power while the threat of the Nuclarine and the Yaena Empire grows in the south.

    Seling of the GnollsRather than continuing to dwell in the harsh desert lands, the Gnolls happily seled into territory le behind by the conquered races. Domestication of hyenas continued, as did the rening of Gnoll culture, although a savage streak has always remained within that people, perhaps more so than the Daeorc.

    The hub of Gnoll selement was an island in the middle of a lake, reachable only by a causeway, where an ancient Human tribe had dwelt. The island and village that was founded there was called Furbrae, in honour of the Gnoll Warpack leader who

    The coming of large-scale

    trade and commerce in the Dominion is negotiated in terms of gold ingots called Gluts, which is the equivalent of 1 gp. in the Players Handbook. Smaller purchases are made with brass plaques known as Bloods. In exchange terms there are 100 Bloods to a Glut.

    Chokis are the symbol

    every Yaena is given as soon as they come of age. As they mature and gain experience and status they can add markings and symbols to the Choki to denote this. Although mostly made of leather, Choki are also created with wax and a stone stamp on parchment. There are a lot of formal rituals about how to read Choki, and opening documents and contracts sealed with Choki.

  • WELCOME TO HAEL

    had vanquished the original inhabitants.Traditionally being a desert people, the Gnolls had no great love of water, but what they did love was the defensibility of the island. Over time the inhabitants of Furbrae began to cultivate seed crops, but this has always remained a delicacy of the city dwellers, and the majority of Yaena remain carnivores.

    The Yaena EmpireThe Gnolls who seled at Furbrae formed the nucleus of the new Empire. The traditional Gnoll art of storytelling was rened and even put to parchment. As if revitalized by leaving the desert, the ne arts ourished amongst Gnollkind. It took three centuries until the inhabitants of the Empire no longer saw themselves as primitive Gnolls, but as an improvement on what they once were Yaena.

    With help from the Daeorc Council the Yaena codied their beliefs and values. Nineteen years aer the Daeorc Dominion was born the Yaena Empire was founded in the blossoming city of Furbrae. Emperor Hyawa was the rst recorded ruler; he was a tribal ruler and a Storyteller originally from the Sandstorm Tribe, elected by his peers to rule the people.

    The number of Yaena quickly expanded once the stability of the Empire was in place, and the Empire now rivals the Dominion in size. The succession of Emperors proved to be relatively painless, and dead-locked votes were oen decided by performance contests such as storytelling and displays of exotic martial arts.

    Unlike the Daeorc, the Yaena made lile use of slave labor, being unable to abide the scent of the untamed peoples. Although Gnolls once enjoyed eating Human esh, in the Empire the concept was considered unenlightened and primitive. However, all Yaena have always been carnivores, and Yaena criminals have been known to engage in untamed-esh eating, an act that is punishable with exile; Yaena do not believe in death penalties.

    Unlike the Daeorc, there have never been

    any crossbreeds born from Yaena / Human joinings, nor from joinings with any other race. Because of this, Yaena regard crossbreed races as inferior, and have always frowned upon the proclamations of the Dominion who made their crossbreeds citizens.

    Whereas the Dominion has a formalized currency and makes extensive use of Writs, the Empire has very lile currency and most trade is done by regulated-barter. In order to track what they have bartered, a Yaena will hand the seller a leather Cut with an engraving of the sellers Choki, which is their personal emblem or symbol; sometimes specic descriptions of the barter are wrien in ink on the back of the Cut. Double-checking is done by the buyer keeping a wrien record of what Cuts they have given out, which the seller receipts with their signature.

    While it is very hard to convince anyone outside the Empire to accept Cuts from any except the most well known and respected Yaena, an undiplomatic refusal to accept a Cut as payment will assuredly be taken as a personal slight.

    The exchange rate between the Dominion and Imperial currencies is usually xed to a common commodity (such as meat, iron, or salt); a certain size of Cut and a certain number of Gluts will both equal a certain weight of the agreed upon commodity. Needless to say, Dominion traders detest having to continually haggle with the Yaena over commodity prices.

    The Untamed RacesThe Humans, Haling and Kirene who survived the Great War and were not enslaved became known as the Untamed Races. In fact the term was also used for slaves, but that was simply a lack of originality on the part of their captors.

    The Untamed Races wandered in all the lands they had previously forced the Orc and Gnoll to live in; the bier cold of north and south

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    Hael, as well as the arid desert of the equatorial regions. The Kirene fared the best, because they were able to use their ships to evade capture, but over time the Dominion and Empire built their own navies and the Kirene were forced to hide like everyone else.

    Life in the wilderness made the Untamed Races tougher, and even today the Human barbarian warriors, Haling Outriders, and Druids of the Kirene have the reputation for being the ercest and most cunning ghters in all the lands.

    When the Dominion and the Empire outlawed slavery, each member of the Untamed Races was immediately granted many, but not all of the rights of ordinary citizens, and they became known as Sokemen. They also faced an awesome decision to keep living in the wilderness, free and unfeered, but under extreme hardship or move into the cities, try and nd work and join the new civilizations. The result of this decision split the Untamed Races in half many wished to see the great cities, but just as many wanted to be le to live alone.

    Some Untamed-Race warriors took up good positions in the cities as elite body-guards and soldiers, and to have a Human barbarian on the pay-roll quickly became a status symbol among the Daeorc and Yaena. The majority who remained in the wilderness were the Druids and nature worshippers. An important few, who were mostly Call-en, chose to live on both sides and remain the common link between the untamed and civilized.

    The CallingWhen exposed to extreme hardship a thinking creature is capable of discovering things about themselves that they never dreamt were possible, and for the Untamed Races being forced to survive in the wild was how the Calling began.

    One by one the Untamed Races began to exhibit psychic powers that had been dormant perhaps since the Old-Gods created Hael. No

    doubt these abilities were also stimulated by the life-and-death struggle that was their daily existence.

    Whatever the reason, the number of Call-en continued to grow, although they have always constituted a minority. Any child sired by at least one Call-en parent would also be called, and so far this has held true for the crossbreed races as well as the pure-blood untamed.

    Of the few Daeorc and Yaena who have ever become Call-en, it is thought that they have retained the blood heritage of their Orc and Gnoll ancestors who originally dwelt in the wild. Daeorc Sorcerers and Yaena Storytellers look upon the Call-en as benecially gied and similar to themselves, but to the rest of the civilized peoples they are freaks of nature hard to trust, and suspects in any wrong-doing. Legally the Call-en have rights no dierent to that of other citizens but in the marches and outlands of the world many Call-en continue to be lynched by angry mobs that blame them for the most ludicrous acts like causing eclipses, and making Bover-milk go sour!

    The Cross-breedsWith the release of the Untamed Races from slavery, and the liberalization of the Dominion under Taikrus III, the birth of Daeorc/Human crossbreeds began to rise. Known as Daemen, they had historically always been a fact but before this time no Daeorc wanted a pregnant slave, and no untamed-race wanted a Daeorc child. There was a lot of confusion about the rights of crossbreeds, until Taikrus III decreed that they would have the rights of full citizens - not freed slaves or Sokemen although this law was not always upheld.

    In game terms the Calling

    is the same as being a psychic specically using the Psihammer rules, although in practice any psychic rules can be used.

  • WELCOME TO HAEL

    In the Empire the average Yaena proved a lot less accepting of crossbreeds than the Daeorc. This was mostly due to the Yaenas strong tradition of maintaining bloodlines, but also because the Yaena consider the Untamed Races too barbarous to join with, even casually, and the rened Yaena sense of smell has always made the presence of an unwashed Untamed extremely unpleasant.

    Strangers from the skyDespite everything that had happened to the dwellers of Hael, they eventually managed to nd ways to live together in peace and prosperity for over eight hundred years until the Strangers came.

    The rst evidence of their coming was a new star in the heavens the Crown it was called for Daeorc astrologers had caught hazy glimpses of it in their telescopes and that was how they described it.

    Emperor YAran of the Yaena proclaimed that it was the dawn of a new age although he could not say for certain whether it heralded good or bad. The Strangers came from the heavens in a ying vessel that crashed to Hael in the wilderness a hundred miles south of Blackrock. The rst people to encounter the Strangers were the Untamed Races, who found immediate friends who shared the Callings powers. Although the Strangers did not stay with the Untamed Races long, and later made their alliance with the Dominion, the initial bonds of friendship were vital in uniting those who oppose the Nuclarine.

    Coming of the NuclarineThe Nuclarine, which was the name the Strangers gave for them, also came to Hael in a ying vessel. Theirs was bigger than the Strangers vessel, but it too crashed, this time in the south of the continent.

    These latest arrivals began to collect slaves from the Empire until the emperor was alerted

    to what was happening and sent an army to stop them. Only a handful of Nuclarine warriors took part in the conict but they wielded sorcery, swords that parted the air with each stroke, and invisible weapons that destroyed the esh, and they quickly destroyed the Yaena Warpacks sent to confront them.

    Subsequently an Imperial Diplomat/Storyteller was sent to negotiate with the Nuclarine and a deal was struck. The Empire would supply slaves and warriors in return for the technology of the Nuclarine. This act prompted outrage from many of the Yaena in the north, who renounced their citizenship in the Empire. Conversely, the Nuclarine aracted many peacebreakers who craved only power, and several Untamed Race tribes betrayed their oaths to the Dominion and sided with the Empire. The stage was set for the next Great War of Hael.

    In truth the Nuclarine (and the Strangers) have brought with them amazing devices, but these wonders have proven to be solely destructive in nature. No new medicines, or healing magics, no new means of production have they shared, and no new art forms.

    The only beings in the south to escape the clutches of the Nuclarine have been the Untamed Races that chose to remain outside both the Dominion and Empire. Although the Nuclarine have been sighted hunting the Untamed peoples, the deadly aliens lack an understanding of the power of Druids and the wilderness. So far the Untamed Races have escaped most of the destruction aimed their direction.

    The Strangers and Nuclarine have embraced the gis of the Call-en, and those Call-en who dwell in the cities have for the rst time they have been granted a status on par with Sorcerers and Storytellers. This has angered the traditional roots of power among the Daeorc and Yaena, but with the world turned upside down and people unsure of their allies, that anger has not yet manifested as a real threat.

  • PAGE 11

    A Tale of Six Cities

    Blackrock(Daeorc Dominion)

    This great city has always been proud, siing squarely on the side of a smoldering volcano that has not erupted for a thousand years. Its inhabitants believe themselves to be the elite of the world, even aer the arrival of the newcomers, and the citys leadership readily exhibits that aitude.

    The relatively high numbers of Daeman crossbreeds gives the city a cosmopolitan feel, and any inter-racial bias that used to exist, has given way to the need to present a united front to the Dominions enemies.

    Human barbarians rub shoulders with rened Daeorc Sorcerers, and more and more of the Call-en travel to the city everyday, readily enlisting in the Dominions service.

    Although friendly, and willing to provide new technology, the Strangers have kept everyone second-guessing. They frequently travel to-and-from the vessel they arrived in, which has proven impossible to move aer it crashed.

    Glowbane(Daeorc Dominion)

    The second largest Daeorc city, and the third largest city on Hael, Glowbane was founded on a rocky outcrop overlooking the western shore of the Shiing Sea. The sea is so named because the deserts that surround it continually shi and reform the shoreline.

    Before the Daeorc arrived, Glowbane was a thriving Kirene township and trading port. The original Orc invaders were clever enough to note the deep water harbor and protective hills, and made it a base for building their primitive vessels.

    As soon as the Dominion was

    established, the city became obsessed with destroying the Kirene pirates that plundered ships bound to and from the port, but it had lile luck. However, once slavery was outlawed the Kirene slowly gravitated towards the city, changing from pirates into merchants although not all of them followed this path.

    Glowbane was the closest Dominion city to where the Nuclarine arrived on Hael. Before declaring their intentions the Nuclarine immediately launched a major aack on the city. Although the invaders suered light losses, they were eventually driven back into the desert. Aerward many of Glowbanes inhabitants ed north, and some south, but there was also an inux of Untamed Races from the wilderness.

    Humans are the only

    sentient race not to have some form of night-vision thus Daeorc and Yaena cities are dark and shadowy by design, and Human visitors oen get lost in them, found wandering around carrying torches much to the amusement of the locals.

  • WELCOME TO HAEL

    Farrow(Daeorc Dominion)

    The third largest Daeorc city is Farrow, the city in the canyon. In classic Daeorc fashion, the city was hammered out of the walls on the side of the largest canyon on Hael, almost a hundred stories high. The city was built in the northern lands, where a light frost covers the ground every morning, but it faced south to catch the daily sun. Those who live in the canyon claim that it is the best place on Hael to dwell. The only thing lacking is the ability to mine salt, and grow a wide variety of fruits, although the locals have always claimed to be happy with the crops they get to grow in the cold soil.

    Sovereign Taikrus III was born in Farrow, and his ashes were also laid to rest in a memorial there, covered by massive steel plates etched with important events of his time on Hael.

    Daemen are fairly common in Farrow, and the relatively high number of Yaena who dwell in this Daeorc city have usually accepted them as equals. The Yaena came to the city because it reminded many of their desert heritage, and they stayed because they were able to develop a monopoly on livestock breeding on the dry canyon plains. Because of its location on and in the canyon walls, Farrow has escaped most of the harm that has ever come its way. The Yaena who dwell there either denounced the Emperors treaty with the Nuclarine, or went south to join them.

    Furbrae(Yaena Empire)

    Apart from being the second largest city on Hael, Furbrae has always enjoyed the reputation for being the most beautiful. Built upon a lush island in the middle of a pristine lake, connected to the mainland only by a causeway, the city even inspired the desert-born Yaena to venture into such nautical activities as boat building and aquaculture.

    Leaders of the Sandstorm Tribe have always held the lions share of power in Furbrae, although all positions they have won have been fairly contested. Storytelling reached new heights in Furbrae aer DOM:490, when the rst Storytellers Lair was established to teach the skill in a formal manner. Crossbreeds have never been welcome in the city, although the pure-blood Untamed Races of Haling, Kirene, and Humans have been appreciated for their unique virtues and talents, especially if they are Call-en. Aempts by the Untamed Races to mimic Yaena culture have been decried by the citizens of Furbrae, and laws were swily been enacted to force a halt to such practices. Untamed races are appreciated for being what they are, and that is all, and as long as everyone knows their place in the Yaena scheme of things, they are expected to be happy.

    The Nuclarine, view the Yaena as allies but not any dierent the other mortal races which is a shock to the Yaena. The majority of the Empires citizens would rather not deal with the Nuclarine, but because they seem so powerful, the Empire has grudgingly chosen to ally with them. The ineectiveness of the Storytellers against the Nuclarine has also sorely wounded Yaena pride, and led some to believe they should keep peace with the Nuclarine at any cost.

    The rst proclamation by the Emperor aer he agreed to the Nuclarines treaty, was the construction of a massive library. All of the empires Storytellers were enlisted to complete this work, and to ll the library with as much information as they gather. Rumours circulate amongst the Storytellers of an expedition to the northern cities to bring back certain Daeorc records.

    The most common language on Hael is Ardek, the language of the Dominion. It is even spoken by most Imperial citizens and Untamed Races, aer their own native tongue.

  • PAGE 13

    Pridehold(Yaena Empire)

    Pridehold was the northern-most city founded by the Gnolls, on top of a plateau that overlooked the desert to the north, but which was high enough to enjoy a cool climate with sucient rain. Natural caves in the mountain formed the rst breeding dens for what later became domesticated hyenas, and herds of bovers could be safely grazed around the mountain. Redhowl Tribe has been the dominant force on the mountain since it was seled - aer the local Halings were enslaved or driven away. In the early years the Redhowl were ruthless, eager to breed enough Warpacks to challenge the Sandstorm Tribe, and their slaves suered terribly. Being fed to a hungry hyena became an all too common end for a slave, and sometimes Haling even made the main course for vast banquets the Yaena held in honor of their victories.

    The abolition of slavery was welcomed by the surviving slaves, but to this day the Halings of Pridehold still bear deep grudges against their former captors. The later inux of Untamed Races into the city was low compared to most cities, and Humans made up the greatest number. However, there are few Haling Outriders that can turn down the chance to ride a Pridehold bred steed.

    Under the Nuclarine treaty, Pridehold has become the launching platform for maneuvers to wipe out the remaining southern Untamed Races. This has resulted in the city being inltrated by Druids and Call-en that are looking for a way to destroy their Nuclarine hunters.

    Crossplains(Yaena Empire)

    Crossplains was established as a village on the overland bridge connecting the Shiing Sea and the Sea of Stars. The discovery of gems in the region saw the village quickly expand as Yaena miners ooded the area in search of

    quick riches. As the wealth of the town grew, so did the number of raids by barbarians, until a Warpack and breeding dens were built to defend an area that was by then the size of a city. Aer slavery was abolished, the city established trade routes with barbarian selements and traded forged tools for meat and furs. The Kirene founded a selement on the shores of the eastern sea that was later merged into Crossplains, as the Kirene Quarter.

    Later the discovery of platinum amongst the gem deposits aracted signicant numbers of Call-en. They craed the metal for their own ends, and established the worlds rst Psifact market. Barbarian Call-en from Crossplains earned the reputation for having highly developed psychic abilities, and commanded the highest fees from recruiters who came from all over the Dominion and Empire.

    The Nuclarine informed the Empire that they were pleased by the high number of Call-en in Crossway. They decreed that untamed Call-en had the same rights that Yaena had. This caused howls of dismay from high ranking Yaena, which were brutally cut down by the Emperor with help from his Nuclarine allies; the only time the Nuclarine have personally intervened in Imperial aairs since arriving on Hael.

    Pure-Blood Races

    DaeorcsPOPULATION: 3,856,000 (1,414,000 Blackrock; 950,000 Glowbane; 831,000 Farrow; 116,000 Crossway; 545,000 Other)

    The Daeorc of the modern age are much changed from their primitive ancestors, and the changes are more than supercial Daeorcs average just over 6 feet tall, but are very slender for their height, weighing in at only around 190 lbs. They retain the strong forehead of their ancestors, and although the bony ridges have receded and the teeth are shorter;

  • WELCOME TO HAEL

    their proud jaws are just as square and their eyes are even more alive with an innate cleverness. The color of Daeorc skin can vary from dark to light, usually with a greenish tinge, although whelps with a strong red-ochre pigment are sometimes born. Daeorc with the later coloration oen grow up to be powerful warriors, but this is probably more a maer of aitude than physiology.

    Apparel and clothing are highly functional at all levels of Daeorc society. Even the Sovereigns have been known to wear the clothes of a particular trade while living in the capitol. Nothing says power, and reveals a readiness for action like clothes that can withstand the elements and combat. Daeorcs choose to bypass the renement of Yaena fashion, and feel comfortable wearing armor on formal occasions the more formal the heavier the armor. This is a sign of respect to the host you realize and accept their power, and take diplomatic precautions against it. Anything less is just plain rude. Even Sorcerers will wear armor on such occasions.

    Sorcery is the highest artistic expression of this great race, and the art has been rened over more than a thousand years into what you see today the impressive displays of precision controlled power and emotionally charged energy that bends the will of the weak and makes soldiers tremble. You see, Daeorcs have never really given away their love of personal power instead they transferred it into more culturally acceptable vehicles, gave it fancy names and continued training in ways to obliterate their enemies.

    Religion is also very important to the Daeorc, who believe that their gods played a major role in geing the race where it is today. The gods of old have either mellowed or been replaced outright, and dogma has replaced mysticism as the path of faith. Most Daeorcs will pray at a temple at least once a week, and formal services are considered a good excuse to wear heavy ornate armor. Daeorc Clerics consider the wilderness prime land for missionary work, and many perish trying to bring the word of the Gods to the heathen barbarians.

    Some Daeorc adhere to the old ways, which while embarrassing in polite company, is extremely useful on the baleeld. These Daeorc have forsaken all forms of technological advancement as signs of

    weakness, and even laid down steel weapons in an eort to rediscover the warrior within. I believe these people these Kara`krus are symptoms of a culture that has pushed itself to develop too quickly, but considering the appalling alternative, I can forgive them for playing their small part in

    steadying the psychological rudder of our great society.

    The great Orc armies that conquered the known world relied on shock tactics and strength of arms.

  • PAGE 15

    While heavy weapons such as the Halberd and Bardiche are still in favor, military tactics have become more regimented and blitz aacks are beer le to the mercenaries. Human skirmishers, Haling Outriders, and the small number of Kirene Druids who will ght for money, or to honor an alliance with us, constitute the elite troops these days, backed up admirably by the Kara`krus.

    Daeorcs speak the one true language of Hael. This is meant as no oence to the Yaena tongue, it is simply a maer of geographical and numerical superiority. Ardek was developed thousands of years ago, although codication of the alphabet only occurred in the past eight hundred years, and remains a work in progress.

    Taikrus III decreed Ardek the ocial language of the Dominion, replacing all the minor tribal languages and dialects overnight. His wisdom and peaceful succession is proof of the ability of the previous sovereign to appoint the best leader available.-Professor Grumin Tarsh (pre-invasion)

    Daeorcs like to blow their old bale horns!

    They would claim they created the airth out of their own blood if they thought you would believe them. This is not a malicious thing they do; its just their way. They are warriors and survivors and well look where they are today.

    The thing to keep in mind when dealing with them is that their pride is a double-edged sword. In most cities they have the support of all their millions of kin to back them up, and that pride can open up a lot of doors. However when thats taken away their pride can dig them into holes they cant talk their way out of.

    Sure, the Kara`krus are powerful warriors, but Id back a barbarian from the outlands against them any day. Although the Daeorcs may be good Sorcerers, its us Druids that hold the edge in the wild, and the wily Yaena Storytellers have a few tricks of their own.

    Daeorc blood is old, and as the Yaena say, its hard for an old tooth to learn new tricks.-Tinzr, Call-en Kirene Druid

    DEAORC EQUIPMENT & FIGHTING STYLES

    Although wearing armor is not common in everyday life, even Daeorc Sorcerers like to wear heavy armor to formal occasions. However, by no means should Sorcerers be considered experts in combat.

    With the exception of the Karakrus minority, two-handed weapons are still Daeorc favorites, and most citizens of the Dominion own at least one such weapon that they name and lovingly keep in good repair, although the wearing of weapons in public is illegal for civilians. The only exceptions to this law are the ancient traditional family swords, that the head of each family is allowed to wear at any time.

    Despite still having the vestiges of a bloodthirsty past hidden in their genes, Daeorcs are cautious ghters, who prefer to face their foes shoulder to shoulder with another Daeorc. This reluctance to take on a more powerful adversary when alone borders on cowardice, and subsequently heavy missile weapons are also popular with Daeorcs.

    The Karakrus are the exact opposite of average Daeorc, in that they behave more like the Orcs of old than their modern brothers and sisters. They enjoy action and impulsiveness, and take reckless risks to test their resolve. That said, they are also cunning tacticians, and capable of planning well organized aacks until the ghting starts and they launch themselves into a combat frenzy.

    DAEORC ALIGNMENTS

    Daeorcs have by and large lost the impulsiveness that their ancestors had, which is most likely the reason that they have done as well as they have. They tend towards Lawful Neutral, although Lawful Evil members of society can still be found in appropriate arenas (Karakrus, criminals, executioners, etc.)

    Daeorcs prefer ritual to chaos, and dress and act according to laws set down by the Sovereigns and Shamen of old. In the aerlife they believe they journey to the god they have

  • WELCOME TO HAEL

    served best in life, who will devour them (an honor) or cast them back into the world to re-learn their path. Subsequently the body is lile cared for aer death, and cremation of a corpse is almost an aerthought, an act of public sanitation.

    Power, that is what Daeorcs truly love. But they have an instinctive reluctance to share it which is what made Taikrus III such a progressive leader and an alliance with the Nuclarine impossible.

    DAEORC FAVOURED CLASSES

    Sorcerer, or Cleric

    DAEORC COMMON STARTING FEATS

    Power-sorcery; Metamagic feats; Special feats; Item creation feats; Combat casting

    DAEORC AUTOMATIC CLASS SKILLS

    Diplomacy

    DAEORC BONUS STARTING SKILLS

    Survival +2, Climb +2, Swim +2

    DAEORC RACIAL TRAITS

    +2 Intelligence, -1 Dexterity, -1 WisdomMedium sized HumanoidBase speed is 30 .Darkvision 30 .Automatic languages Ardek (native)

    YaenaPOPULATION: 3,380,000 (1,012,000 Furbrae; 890,000 Pridehold; 733,000 Crossway; Farrow 230,000; 515,000 Other)

    Yaena stand around 7 feet tall and weigh about 250 lbs. They exhibit the classical bi-focal traits of the hunter species, the Gnoll, which they evolved from. Their bodies also maintain vestiges of the ancient four-legged heritage of the species.Yaena have large chests and powerful pectoral muscles, the females having functioning secondary and tertiary breasts, like their ancestors had.

    Both sexes are covered in a ne pelt of tan or dusted-grey, with black dapples. Yaena display spiked black manes, tipped with ne white hair, except that the females mane is longer. Their eyes are slit in a way similar to the Haling, and the ears are likewise pointed suggesting a common ancient ancestry.

    Yaena snouts as they like to call them, although reduced in size since they evolved from Gnolls, appear to be a cross of both canine and feline short and compact, but with an upright tallness to them.

    Yaena Storytellers use their large lung capacities to great eect and I have had the pleasure of being invited to several telling-res where a single recital can last for hours, although at one point the yowling got a lile too much for my untrained ears.

    Consummate artists, the Yaena aempt to derive a high degree of expression in every activity they aempt. They excel

    in all

    kinds of

  • PAGE 17

    performance, many reaching the highest levels in the ne arts, and beyond that the art of sorcery manifests itself in the magic of the Storytellers.

    The name Storyteller belies the fact that these individuals are highly trained in the ways of both magic and combat, including the many exotic unarmed combat styles of the Yaena. In ceremonies they dance and pretend to ght each other, sometimes actually cuing each other, and apparently this magic helps the rituals to open doorways into other worlds and levels of consciousness.

    Originally a desert dwelling people, the materials the Yaena use have not changed much over the years. Although the levels of design and artistry have improved immensely, Yaena still prefer to wear leather clothes and armor, decorate with taoos, and pigments, and cra with the soer metals such as silver and gold.

    When passing criticism it is the highest insult to criticize the work of a Yaena (if indeed it actually is poor). Such aront and loss of face can lead the unwiing into blood-contests if care is not taken. However, it is acceptable to pass adverse comments on the moral or philosophical aributes of the Yaena. I must stress that this should be avoided, since even Yaena healers pride themselves on their graceful but deadly martial-arts forms.

    The safest way to critise, for example, the power of a storytellers spells, would be to criticise the Storytellers understanding of the philosophical concepts of magic, or to suggest that they lack the strength of character to direct the forces of magic. This is acceptable. Stating outright that their spell is weak or inferior is a good way to start a ght.

    Personal combat, however, is not the only technique Yaena use for self-defense. I am of course talking about the Warpacks - the trained hyena packs that tear into their enemies so eciently. These are no ordinary hyenas, but special strains breed from selected sires, for temperament as much as raw power. I have only seen a Warpack in action once, but the sight and the stench of the scaered victims they le behind will stay with me forever.

    Yaena love their Haegers, the smallest of the

    Warpack breeds, and name them creatively - usually aer precious stones and metals used in decoration and jewelry. Most families have at least one as a pet highly trained, domesticated, and unswervingly loyal. They can be seen accompanying their masters on daily errands, or guarding the children while the parents are busy, even inside buildings and lairs. Yaena tend to pamper these animals, and certainly would never let them be ridden by Halings!

    Religion is secondary to Yaena society. Just as the Yaena evolved from Gnolls, who they now consider primitives, so too are the old gods considered archaic. While most Yaena will pray several times a year, it is the power within them, and the progress of their spirits that captures most of their imagination.-Professor Grumin Tarsh

    YAENA EQUIPMENT & FIGHTING STYLES

    Yaena love to indulge in the exotic. If they desire a particular sort of item, but cannot have a version that is somehow special or unique, then they wont bother with it at all. Thus, if they cant have a masterwork weapon, then they wont carry one at all although they would probably try and make one if they had the skill. In the cities most Yaena wear leather clothing, and when in the wild they usually wear highly craed masterwork bale armor, unless they follow a class where metal armor is more appropriate. Unlike the Daeorc, the Yaena decorate their clothing and, when not ghting, dress for style and appearance, rather than basic functionality.

    The bale armor of the Yaena is unique in that it oers physical protection, while making no impairments on the arcane abilities of Storytellers, or other spellcasters who can obtain a suit that has been tailored for non-Yaena. Bale armor is guarded jealously, and no non-Yaena would be safe while wearing such a suit in a Yaena city. Storytellers and Yai-do practitioners both train to ght unarmed, as well as use specialized Ko-claws - slender pointed hooks used to snare and trip opponents apart from other weapon prociencies.

  • WELCOME TO HAEL

    YAENA ALIGNMENTS

    Yaena tend towards Chaotics and Neutrals, with the most prevalent alignments being True Neutral and Chaotic Neutral. The followers of Yai-do are usually Lawful or True Neutral, although in true Yaena fashion no one is ever refused training on the basis of alignment, and even capable Humans have graduated from Yai-do academies.

    Yaena live unfeered lives, and resent anyone who tries to coerce them into doing anything against their nature, although aery will go a long way. Yaena do not actively hate crossbreeds, although they do have a dislike of them. Because many Yaena are proud to taoo their lineage onto their chests, for them the concept of the mixing of racial blood-lines is bizarre. Thus, crossbreeds are considered unfortunate mistakes, sometimes pitied but rarely ever liked or befriended.

    YAENA FAVOURED CLASSES

    Storyteller (Bard), or Yai-do (monk)

    YAENA COMMON STARTING FEATS

    Unarmed combat; Dodge; Mobility; Weapon nesse; Combat expertise; Combat reexes

    YAENA AUTOMATIC CLASS SKILLS

    Cra (Any)

    YAENA BONUS STARTING SKILLS

    Diplomacy +2, Handle animal +2, Perform +2

    YAENA RACIAL TRAITS

    +1 Dexterity, -2 Constitution, +1 CharismaMedium sized HumanoidBase speed is 30 .Darkvision 30 .Automatic languages Yaena (native), Ardek

    Rened sense of smell: Yaena gain a +2 synergy bonus to checks involving their sense of smell, such as tracking (Survival), nding or spoing hidden objects with a scent (Search or Spot), and seeing through disguises (Spot).

    HumansI am Hrado; warrior, Call-en, father, chieain.Someone else wanted to speak for the Humans, but I wouldnt let them. We have a voice, and it is untamed and free, like the rain on the steppes.We wear the teeth of the animals we have taken as a sign of respect, and as a sign for others to respect us.We put notches in our swords, not to keep score, but to stop them slipping when the blood makes them hard to hold.We have no gods le, and can only hope for a return to the wilderness but instead of making us sad this makes us cherish every breath we take because for us that is all there is.Untamed; oathbreaker; peacebreaker; conquered; slave; sokeman; Human. These are the same words, some dressed preier than others. We hear only the last one.

    We respect the Daeorc and Yaena, but more so the memory of their ancestors who were real warriors. They replaced us, and then they grew weak. Now we are the ones who can hold back their magic but we are only few and must be cautious.

    Armor is for wearing, and if you chose to take it o in a city you may as well tie one arm behind your back as well. My armor is sewn from the hide of a Varibeast, like the cloak I wear, but if I could get metal armor I would wear it. I could work as a bodyguard, or in the army, but the tribe needs me to lead. So instead I send the young warriors to learn the ways of the Daeorc and Yaena.

    Our animals carry our tents, or we sleep under the stars when we nd the right place. We eat well, but water can be hard to nd, and none of us will die of old age. Our language has lost its writing, and we draw in the dirt using the Daeorc leers when we can nd someone to teach us how. Daeman, the union of master and slave, are still men - in a new form. But if they chose the path of Sorcery then they will not stay our friends. The Haling and Kirene are our allies, until they remember the old mistakes and broken promises, and then they are not so friendly. We make forge bloodlines with each other, because there is no creature more alone on the airth than a Human.

    - Hrado, Human barbarian

  • PAGE 19

    HUMAN EQUIPMENT & FIGHTING STYLE

    The Humans of Hael rely on ambush, surprise, and shock tactics. They endeavor to understand their powers beer than any other Call-en, and use this in combat. Call-en telepaths copy bird-calls and natural sounds to coordinate aacks on their enemies, energetics direct forest res against their foes, and shiers can inltrate and assassinate the enemy without leaving a clue.

    Humans are at a disadvantage on Hael, being the only sentient race not to be able to see in the dark. They compensate for this by developing excellent Listen skills, and taking the Blind-ghting feat as soon as they can. Riding beasts are important on the plains of Hael, and a Human doesnt feel complete without a horse or Straeder. Outriders use their mounts to get ahead of their prey and set traps, or lure enemies away from campsites. The bow becomes the greatest weapon on the plains where the enemy is visible as soon as they break the horizon.

    The barbarians of the mountains prefer to use picks in combat, the same picks they use to scale cli walls as easily as if they were walking on at ground. Stone hammers are also favorite

    weapons (losing one over a cli is no big deal). Leather armor is the heaviest the mountaineers will wear, but they make up for this by being experts at using any cover available to them. A Call-en mountain barbarian might also hone their forcing skills until falling o a cli no longer becomes a danger and then no one is safe from their surprise aacks!

    HUMAN ALIGNMENTS

    Humans are almost all Chaotics, with Chaotic-Neutral being the most common alignment. Despite this, Humans create and honor very strong blood-pacts and blood-oaths with each other, and it is very rare for Humans tribes

    to ght each other. The chieains realize the fragility of their place on Hael, and many of them try to form new alliances.

    Humans do not hold any moral high-ground in Hael, and historically have been the worst oenders in terms of treachery and betrayal. However, if a Human chooses to oer another creature a genuine blood-oath, it will be kept even if it leads to the death of the Human who oered. Human servitude can be bought in Blackrock, but respect must be earned.

    HUMAN FAVOURED CLASSES

    Barbarian, or Outrider (Ranger)

    HUMAN COMMON STARTING FEATS

    Blind-ght; Diehard; Projecting; Mindsight; Improve; Power aack

    HUMAN AUTOMATIC CLASS SKILLS

    Listen, Survival

    HUMAN BONUS STARTING SKILLS

    Climb +1, Swim +1, Listen +4

  • WELCOME TO HAEL

    HUMAN RACIAL TRAITS

    Replace the Human racial traits in the Players Handbook with these:+3 Strength, -1 Intelligence, -2 CharismaMedium sized HumanoidBase speed is 30 .Automatic languages Human (native), and either Ardek or Yaena

    HalingsPOPULATION: 325,000 (4,000 Furbrae; 12,000 Pridehold; 15,000 Crossway; 2,000 Blackrock, 7,000 Glowbane; 1,000 Farrow; 284,000 Other)

    It is no wonder Halings are the minority on Hael. They are undisciplined, reckless, slow learners, and just plain uncivilisable!!! Never invite one for dinner, even if they are a retainer, because they simply wont know what to do with a civilized eating-blade and skewer!

    Halings are best when theyre doing what they know - riding their stolen Yaena steeds across the desert plains! In the wild they live in caves and fortied encampments, guarded by trained beasts. In the selements the males defer to the females, except in times of conict when the deadliest male leads the group. Males decide seniority based upon mock bales and sparing, while the females use tests of willpower and pain tolerance to decide their leaders.

    That said, they are denitely more trustworthy

    than Humans, not as insular as Kirene, and highly adaptable when it comes to new ideas. While they have no Haling gods, some Halings have even gone so far as to become Daeorc or Yaena Clerics, which is testament to the exibility of any race.

    Because they rarely walk anywhere, preferring to ride, the race stays clear of bulky armor. Halings themselves weight only around 30 pounds and stand about 3 foot tall. It is not surprising to learn that our primitive ancestors considered them sport. The clothing they wear is typical of barbarians everywhere skins and furs, with liberal applications of body paint!

    Because of the number of Halings who were enslaved at Pridehold - before this un-Daeorc practice was abolished - they have an anity with the Yaena art of Storytelling, and over the years a few have even been admied into the great Storytelling Lairs.

    Halings taoo their skin with tribal markings and another noteworthy feature the number of foes they have taken. A Haling in a Varibeast cloak and with a dozen black lines etched around his ghting arm is best avoided.

    The Calling has not spoken to Halings as much as it has to the Humans and Kirene. However, Call-en Halings are still common enough to nd. Extroverted Halings tend towards the forcing arts of the Call-en, while the introspective follow the ways of the sixsensers and shiers.-Professor Grumin Tarsh

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    HALFLING EQUIPMENT & FIGHTING STYLE

    When possible, Halings ght from the saddle. They either direct their mounts to make aacks, or use their own spears and bows. The anity they have with their steeds is uncanny, and they can weave in and out of melee combats with ease, even indoors. The combat skills they hone over years in the saddle become so natural that when they direct their steeds, its as if the steed can use that training as well - in every sense the steed is an extension of its rider.

    In the saddle, Halings wear leather armor at the most, and guide their steeds with their knees so they can use their hands (Ride check, DC 15). They wield halfspears and shortswords, and while mounted can re longbows. They also carry shortbows so they can aack at range when they go to ground.

    Haling shiers ( a Psihammer term) have been known to inltrate their enemies by mimicking hyenas and other valuable animals that are picked up by their victims.

    HALFLING ALIGNMENTS

    Halings are almost all chaotics, and they consider even some of the Human and Kirene tribes too staid and inexible for their liking. They are quick to deal out eye-for-an-eye justice, and have long memories about the old days and their conicts with the Kirene and Humans. Despite having similar alignments to the Yaena, the Halings hold deep grudges about the atrocities their race was put through at places like Pridehold, and arent slow to take up a situation where they have an advantage over their former enslavers.

    HALFLING FAVOURED CLASS

    Outrider (Ranger)

    HALFLING COMMON STARTING FEATS

    Mounted combat; Point-blank shot; Improved initiative; Mounted archery; Weapon nesse; Metamagic feats

    HALFLING AUTOMATIC CLASS SKILLS

    Ride, Survival

    HALFLING BONUS STARTING SKILLS

    Survival +1, Handle animal +2, Ride +3

    HALFLING RACIAL TRAITS

    Replace the Haling racial traits in the Players Handbook with these:-2 Strength, +3 DexteritySmall sized Humanoid (+1 size bonus to AC, +1 size bonus on aack rolls)Base speed is 20 .Low-light vision 30 .Automatic languages Haling, plus either Ardek or Yaena

    KirenePOPULATION: 420,000 (2,000 Furbrae; 9,000 Pridehold; 13,000 Crossway; 4,000 Blackrock, 24,000 Glowbane; 3,000 Farrow; 365,000 Other)

    Having four arms is a big advantage most people just dont understand. Sure they arent strong arms, and by themselves cant li big weapons, but they have other uses. For instance - casting spells while holding onto walls, pick-pocketing a mark who mistakes us for Human, and not to mention the Kirenes favorite delight of sailing boats with complex rigging and steering. No wonder were so hard to catch on the water!

    In earnest, having four arms is really a cosmetic thing. We can still pick up a sword, shoot a bow or use one of those new weapons the new-comers brought with them even cast a spell just the same as everyone else.

    The biggest real dierence between us Kirene and all the others is that we arent just survivors, were adaptors. Given half a chance well take something and remake it in our own way. The Daeorc are too traditional, the Yaena too arrogant, but we are perhaps rightly accused of being too exible.

    If you try to pick a ght with a Kirene warrior you

  • WELCOME TO HAEL

    may discover the virtues of subtlety. They always have one hand behind their backs, and if they arent holding a tri-dart coated with wilderbs then theyre giving aack signals to their friends.

    The exible aitude that Ive been talking about extends from our physical beings. Our many arms, and strong legs, provide the great balance we like to exploit. We wear leather armor (if we can get any armor at all in the wilderness) and the Yaena bale armor is the best of all. Of course, not all armories and leatherworkers know how to make armor to t a Kirene, but we can usually nd something in a big city.

    The family structure of the Kirene is very open. We live with our aunts and uncles, and grandparents, and are all close. This can lead to clannish aitudes, and Daeorcs and Yaena are usually unwelcome in the wild lands no maer what their credentials are. They used to live here, but now the land belongs to us!

    You want to know a secret Ive learned? Listen up and wise up its the weak that live in the cities, and the strong that live in the wild, not the other way around.Thats why we are the Call-en, and they arent. Thats why the airth responds to the blood in our veins! We dont have their technology, but no one can destroy us without destroying the airth itself.

    They wonder when well come into their

    civilization and they dont understand that we want to live this way. We only have to take one look

    at them and we know that were right.-Tinzr

    Four-armed ferals! Whats so good about them? They fall against sorcery the same as anyone else, and those Call-en powers dont make them any beer than the rest of use just freakishly dierent!

    -Professor Grumin Tarsh

    KIRENE EQUIPMENT & FIGHTING STYLES

    Kirene dont prefer stealth per se, but they do ght with guile and subtlety, being as cunning as they can. They make extensive use their wilderbs, as mild poisons to injure or incapacitate the enemy in lieu of possessing great strength at arms.

    The favorite weapon of the Kirene is the Tri-Dart, a small crossbow like gun with three darts held around the central stock. The weapon doesnt do a lot of damage, but when coated with wilderbs the darts are extremely eective. Most Kirene practice using Tri-darts from an early age, and oen choose Point-blank and Precise-shot as feats.Kirene who have somehow managed to learn spells will stay away from most of the Metamagic feats, even if they are Druids. In terms of Call-en abilities, Kirene tend towards being sixsensers, telepaths

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    and energetics. They prefer to determine their foes weak points before starting a ght, then direct natural forces to soen them up.

    KIRENE ALIGNMENTS

    Most Kirene are neutral, with tendencies towards true-neutral, and a smaering of good and evil, and law and chaos among the population.

    KIRENE FAVOURED CLASSES

    Druid, or Rogue (only in cities)

    KIRENE COMMON STARTING FEATS

    Point-blank shot; Precise shot; Projecting; Mindsight; Speaking; Weapon nesse

    KIRENE AUTOMATIC CLASS SKILLS

    Diplomacy, Survival

    KIRENE BONUS STARTING SKILLS

    Survival +2, Climb +1, Cra (sailing) +1, Swim +2

    KIRENE RACIAL TRAITS

    -1 Strength, -1 Constitution, +1 Dexterity, +1 WisdomMedium sized HumanoidBase speed is 30 .Low-light vision 60 .Automatic languages Kirene (native), and ArdekAutomatic prociency with the Kirene Tri-DartFour-arms: see sidebar (below)

    Other races:

    DaemenPOPULATION: 37,000 (14,000 Blackrock; 8,000 Glowbane; 13,000 Farrow; 1,000 Crossway; 1,000 Other)

    A Daeman is the result of Daeorc and Human inter-breeding, and having had the unique

    opportunity of raising one as a son I can testify as to what wonderful people they are. Many Daemen reach a crisis of faith when they grow up, not knowing exactly where they belong. My son was cunning enough to think ahead and do the exercises to awaken his sorcerous nature, but many parents have been faced with children that run away before they become adults.

    Unskilled for most jobs, they eventually fall in with the wrong sort of crowd. This tragedy is sometimes a result of the parents own unenlightened aitude towards their brilliant ospring.

    The typical Daeman dresses and acts no dierently to any civilized Daeorc. But once you get to know them you can spot the telltale signs of Human heritage strong limbs, aggressive tendencies, and a knack for physical skills. Sometimes they have a peculiar accent, gained from one of their parents, and can also speak the Human tongue.

    Without a doubt they arent accepted by society as they should be, which is our fault, and this means that they grow up with an uncanny ability to tell when someone is being dishonest with them as well as the knack for being dishonest right back. These anti-social skills can easily lead them into undesirable activities and professions.

    -Professor Grumin Tarsh

    DAEMEN EQUIPMENT & FIGHTING STYLES

    Daemen come from either a Daeorc or Human cultural background, mostly the former. They have been known to blend their two cultures (such as by wearing animal teeth with their formal armor) but usually stick to just the one.

    DAEMEN ALIGNMENT

    Despite all the well-meaning of their parents, Daeman oen grow up confused, and tend to be chaotics of varying persuasions. They are quick to anger at perceived slurs to their backgrounds, but this is just a trap that isolates them further from their chosen society. Successful Daeman become masters of social intercourse, and make their fortunes quietly, not trying to draw aention their way. Call-

  • WELCOME TO HAEL

    en Daeman are usually only found in the wilderness, and can oen feel so dislocated from the world that they become travelers and wanderers, but if they survive great heroes!

    DAEMEN FAVOURED CLASSES

    Sorcerer, Barbarian, or Rogue (only in cities)

    DAEMEN COMMON STARTING FEATS

    Dodge; Improved initiative

    DAEMEN AUTOMATIC CLASS SKILLS

    Sense motive

    DAEMEN BONUS STARTING SKILLS

    Sense motive +2, Blu +2, Swim +2

    DAEMEN RACIAL TRAITS

    +1 Strength, +1 Dexterity, -2 WisdomMedium sized HumanoidBase speed is 30 .Low-light vision 30 .Automatic languages Ardek, and Human

    StrangersThe Strangers are strictly an NPC race. What they look like is a mystery to most people, and they have only made contact with a few wilderness dwellers and the Daeorc nobility. It is rumored that they possess Call-en powers, and wield amazing weapons and tools.

    The Strangers are natural users of the Call-en powers (see Call-en Powers). Before birth they learn to use Mindsight, and can observe the world around them as soon as they become aware. Pre-borns also develop their telepathic abilities several months aer gestation. Subsequently the Strangers are born already highly developed in psychic and mental terms, even though their bodies are still slender and fragile.

    It is common for pre-born Strangers to develop Object Reading, and become able to sense memories from the people and objects around

    them while still in the womb. Aer birth the Strangers continue to use their Mindsight and Extrasight abilities to perceive the world around them, and never develop eyes. They lose the need to make Concentration checks to keep this functioning; it becomes automatic except when they are sleeping or unconscious.

    Apart from Sixsense and Telepathic type (Psihammer) feats, the Strangers have yet to reveal the ability to use any other types of psychic feats or powers.

    NuclarineAlso an NPC race, Nuclarine are not as secretive as Strangers. They roam the plains of Hael looking for slaves and destroying any who try to stop them. By eyewitness accounts they are tall warriors in heavy armor, and with ery eyes. Rumors tell of them using strange weapons and of their armor being impenetrable. Descriptions of Nuclarine technology can be found later on in this book.

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    Character Classes

    BarbarianWithout exceptions the Barbarians of Hael are identical to those in the Dungeons & Dragons Players Handbook. They can Rage, have magic resitance, etc. Most Barbarians are Human or Haling, although there are a few Kirene Barbarians, but very few come from the civilized races. They are usually the best ghters in any area, because they are always exposing themselves to danger.

    ClericAlthough there are some Clerics of the Yaenic-Idols, most Clerics worship the Old-Gods, or the Daen-Pantheon (see Religion on Hael). The Daen-Pantheon accepts Clerics and adherents from all races, but the Yaenic-Idols accept very few non-Yaena. Other than selecting a deity and domains that are native to Hael, Clerics are identical to those in the Players Handbook.

    Storyteller (Bard)Storyteller is the name given to bards on Hael, and they are the same as the bards in the Players Handbook.A character can only be a Storyteller if they receive their initial training from either a Storyteller lair in a Yaena city, or another Storyteller who has at least ve ranks in that class.An additional feat open to Storytellers of 4th-level and above is the Warpack feat, which requires spending time studying under a Mentor in the Warpack breeding dens in Pridehold.

    Feat: Warpack (General): This feat is used to control and direct the Yaena Warpacks. It enables the Storyteller to give directions to units of hyena on the baleeld and during peace time, and can only be learnt at the breeding dens in Pridehold, or from someone who has studied there and is at least level 9. The eort required to learn this feat includes a 1 penalty to the learners Base aack.

    The Storyteller with this feat uses their Perform (Wind instruments, or Sing) skill to give specic orders to Warpacks, as dened by this table::

    Warpack Orders TableOrder DC

    Charge! 10

    Blitz lines/aack rear echelons 25

    Flank le 20

    Flank right 20

    Halt 15

    March towards enemy 10

    March away from enemy 20

    Retreat 25

    Go to ground 20

    Warpacks failing to follow an order will continue following their last instructions.

    A Taeyna (ghting-hyena) is assigned to a Warpack by clipping a small metallic tube to the side of the ear that creates a subsonic noise of a specic tone as air moves over it.

    Only Warpacks and other canines have the range to hear this sound. The Storyteller matches the subsonic tone using a moveable metal ute, which designates which pack the next orders will be for.

    Issuing a Warpack order is a standard action, and Warpacks can also receive the benets of the bardic-music of their Storyteller handlers.

    FighterFighters mostly comprise the veterans of the Daeorc standing armies; most ordinary soldiers are simply Warriors (and the Yaena use their Warpacks to ght for them). In all respects they are identical to the Fighters in the Players Handbook.

  • WELCOME TO HAEL

    DruidMost of the Druids in Hael are Kirene, and although there are a smaering of both Humans and Halings who follow the wild path, so far there have been no Daeorc or Yaena who have ever chosen to do so. At present the Druids have assumed responsibility for leading the untamed races in their resistance against the Nuclarine invaders - which ultimately includes trying to forge an alliance with the Dominion.The Druids of Hael are the same as those in the Players Handbook with the following exceptions:

    Casting a Druidic spell with a Material component or Divine Focus requires living blood, either from the Druid or another source. No other component or focus is needed.

    The amount of blood required, most conveniently supplied by cuing living esh with a knife, is 1 hit point per level of the spell. The spilt blood does not magically disappear and exactly why it is required is unknown.

    All Druidic spells cast with blood-leing operate as if they were cast with the Spell penetration feat.

    Druids do not have the Animal Companion feat, instead they may call a Familiar as if they were Sorcerers. The Familiar must be of an animal type native to Hael (see Appendix B).

    The Wild Shape and Bonus Language feats only allow the Druid to select animal forms that are native to Hael (see Appendix B).

    Druids are additionally procient with the Kirene Tri-Dart, but not with the scimitar or sickle.

    Knowledge (Wilderbs) is a class skill for Druids.

    Knowledge (Wilderbs): This skill is used for concocting wilderb mixtures (see Wilderbs). It does not include locating the herbs, which usually requires a Survival roll. The actual preparation components and times for wilderbs are given in each description.

    Yai-do (Yaena Monk)The practitioners or Yai-do are all Yaena, although some Kirene have been known to master its bizarre physical forms. The goal of Yai-do is to confuse and distract the opponent, making them easy prey for a quick, cunning strike. Yai-do are similar to monks in the Players Handbook, with the following changes:

    Instead of the standard Special abilities, use the table below:

    Level 1 Trick-step; Flurry of blows; Unarmed strike Level 2 Acrobatic; Dodge Level 3 Combat expertise Level 4 Weapon prociency (Ko claws); Tumble +3* Level 5 Mobility Level 6 Jump +3* Level 7 Combat reexes Level 8 Weapon focus (Ko-claws); Tumble +3* Level 9 Spring aack Level 10 Deect arrows; Climb +3* Level 11 Greater urry Level 12 Tumble +3* Level 13 Improved evasion Level 14 Weapon specialization (Ko-claws); Climb +3* Level 15 Whirlwind aack Level 16 Snatch arrows; Tumble +3* Level 17 Improved feint Level 18 Climb +3* Level 19 Improved critical Level 20 Tumble +3**misc. bonus

    Yai-do can wear leather armor, without penalties or loss of DEX or WIS bonuses.Yai-do do not begin procient with any weapons.

    Trick-step (Ex): Yai-do is an amazingly complex martial art, with as many feints and side-steps as it has strikes, all of which are designed to confuse aackers and leave them open for counter aacks. At the end of each combat round that a creature aacks a Yaido artist who is in combat by melee, ranged, or spell aack, they must make a Willpower saving throw

  • PAGE 27

    (DC 10 + the level of the Yai-do practitioner), or suer a 2 penalty to all actions next round. They are also forced to make a Concentration check (same base DC) if they want to cast spells in the following round.

    Kara`krus(Daeorc Monk)Karakrus practitioners endeavor to develop the ghting spirit of the Orcs of old, and hone their minds into weapons, as much as their bodies.

    Devotees of Karakrus are mostly Daeorc but nothing prevents other races from trying to master the art. It is a bone-crunching style, direct and deadly. They prefer to ght with the heavy weapons of old, including double axes, and double hammers. Karakrus are similar to monks in the Players Handbook, however, instead of the standard Special abilities, use the table below:

    Level 1 Toughness; Flurry of blows; Unarmed strike Level 2 Power aack; Iron will Level 3 Cleave Level 4 Stunning st; Slow fall 20 Level 5 Great fortitude Level 6 Slow fall 30 . Level 7 Great cleave Level 8 Weapon focus; Slow fall 40 . Level 9 Two-weapon ghting Level 10 Self-sucient; Slow fall 50 . Level 11 Greater urry Level 12 Slow fall 60 . Level 13 Imp. two-weapon ghting Level 14 Weapon specialization; Slow fall 70 . Level 15 Improved critical Level 16 Endurance; Slow fall 80 . Level 17 Gtr. two-weapon ghting Level 18 Slow fall 90 . Level 19 Improved sunder Level 20 Slow fall 100 .

    Karakrus can not wear armor or use shields, and they are procient with the following weapons: Morningstar, Longspear, Quartersta, Baleaxe, Warhammer, all Two-Handed Martial melee weapons; Flail (dire), and Axe (throwing)

    PaladinThe only Paladins on Hael are the devout servants of Atlash (see Daeorc Gods). They are all Lawful Good in alignment, and in all respects are the same as Paladins in the Players Handbook. Paladins view the Call-en as an unnatural abomination. They have yet to act against the orders of the Dominion that protects them as ordinary citizens.

    Outrider (Ranger)Outriders are wilderness dwellers who live in the saddle, and are expert trackers and masters of combat on their steeds. Outriders maintain a mystical connection with their environment much like Druids, and