hand of destiny
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Hand of DestinyCampaign Setting
By Michael De MockoAKA: Arryn Raven
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CONTENTS
INTRODUCTION .. 2 The Empire to the East. 17RACES 2 LANGUAGES . 18
Humans... 2 Aridian. 18Dwarves.. 2 Draconic... 18Elves 2 Dwarvish.. 18Gnomes... 3 Elvish... 18
Half-Elves... 3 Goblinoid. 18Half-Hobgoblins.. 3 Themulian 18Halflings.. 3 Sylvan.. 18
CLASSES 3 RELIGION .. 18Barbarian. 3 TANELORN 18Bard. 3 AREK... 19Cleric... 4 ARILYN... 19Druid... 4 CORAN 19Fighter. 4 GAI... 19Monk... 4 BASTION 20Paladin. 5 ATROPOS... 20Psion and Psychic Warrior.. 5 NECROS.. 20Ranger. 5 KARSH 20Rogue.. 5 ORGANIZATIONS 21Sorcerer... 5 The Order of Magi... 21Wizard. 6 Children of The One.... 22
HISTORY ... 6 Kingsmen. 22NATIONS ... 8 The Brotherhood of The Way... 22
Aridan.. 8 WEAPONS .. 23Calaran 10 Elvish Longbow... 23Free Isles. 11 Elvish Longdagger... 23Glenfaddich. 12 Repeating Crossbow 23Gontal.. 13 Quarterstaff.. 23Sheridar... 14 CONCLUSION 23Themul 16
OTHER LOCATIONS .. 17Dragonholt.. 17The Great Waste. 17The Wall. 17
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INTRODUCT
IONWelcome Traveler, Here at the
Academy of Arlan we possess the
finest collection of Knowledge in
the Known World. Anything and
everything you could possibly
want to learn, we have
information on. Be wary though,
Knowledge is power, and in the
wrong hands Knowledge can be
very dangerous. How you use
what you learn here could affect
all of the Known World. Use
caution, but above all, use
wisdom, enjoy your stay. Langdurin Wyvrrnspear: Headmaster of the Academy of
Arlan, Magi of the 3 rd Order
Symbol of CORAN, The Magi and Seal of the Order
of Magi.
Welcome to the Known World. A place of high
adventure and intrigue. A place where magical
forces shape the world and a powerful Oracle
controls destinies. These pages contain a basic
background of the Known World, including
history, theology, and geography. It is a primer
of what is considered common knowledge to
the inhabitants of the Known World keep in
mind, there are many things still unknown. Only
by exploring the Known World can all the truths
be revealed. Good Luck in your journeys you
may need it.
RACESThis is a list of the Races allowed to Player
Characters in the Known World, including any
restrictions placed on the Races
HUMANS
The Human Race is by far the largest of the
Races in the Known World. Humans rule all of
the Countries, save one, and their cities can be
found across the entire Known World. They
remain unchanged from the Players Handbook.
DWARVES
No one has seen a Dwarf for centuries; theyretreated from the world of Man shortly after the
Dark War. Their influence is still evident across
the Known World, though. Dwarven hands built
many of the great Human cities and the cunning
adventurer can still find magical artifacts built by
their Artificers. It is unknown what happened to
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the Dwarves. Rumors abound of a great Dwarven
civilization built underground where they remain
to this day. No proof of this can be found though.
Dwarves remain unchanged from the PlayersHandbook.
ELVES
What was once the most powerful Race in the
Known World is now a small remnant of a once
proud culture. Most Elves remain hidden in the
forests of Glenfaddich, content to let the Humans
do to themselves as they wish. They are creatures
of magic, able to wield the flows of The Gift
without aid of books or scrolls. They are at one
with nature and have a strong bond with GAI,
The Earthmother. Elves in the Known World
are no longer automatically proficient in the
Longsword and Rapier, instead they are
proficient in the Elvish Longdagger. See
WEAPONS to learn more about the Elvish
Longdagger. Their favored class becomes
Ranger.
GNOMES
Gnomes do not exist in the Known World.
HALF-ELVES
Half-Elves are extremely rare in the Known
World, still they exist. Many Humans admire the
alien beauty of Elves and some Elves find
Human passion very attractive. Occasionally
members of the two Races consort and produce
offspring. Unfortunately Half-Elves are morecommonly the result of violence. In the ongoing
war between Calaran and Glenfaddich, atrocities
have been known to happen, this is where most
Half-Elves come from. Because of this, life can
be very hard for Half-Elves, they often find
themselves on the outskirts of civilization,
accepted by neither race. Half-Elves remain
unchanged from the Players Handbook.
HALF-HOBGOBLINS The Goblinoid tribes in the North are abundant
with Hobgoblins being the most prolific of the
Goblinoid races. Half-Hobgoblins are always
the result of violence. Racial hatred on both sides
often result in Half-Hobgoblins being killed at
birth. Still, the rare Half-Hobgoblin does exist.
Half-Hobgoblins are identical to Half-Orcs in the
Players Handbook.
HALFLINGS
Halflings do not exist in the Known World.
CL
ASSESAdventurers are uncommon in the Known
World. They represent a very small sub-class of
the population. Most people are happy goingabout their daily routine. Still there are those
who seek something better in life. They often
become Adventurers.
BARBARIANS
The Clansmen of Sheridar produce many
Barbarians. It is a harsh country where strength
is everything. Sheridian Barbarians, prefer to use
Bastard Swords and Spears. They usually use a
small buckler called a Targ. The rare Elf might
also become a Barbarian, often living on the
outskirts of the forests of Glenfaddich. They
would almost certainly be considered outcasts,
extremists on the fringe. There are no other
Barbarians in the Known World.
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BARDS
Performing minstrels are common throughout the
Known World. Bards, on the other hand, are
more rare. What separates a minstrel from a Bardis the ability to create seemingly magical effects
with their music. Spellsinging, as Bards call it,
is a rare and precious talent it is also a talent
with a price. Because of its similarity to The
Gift, The Order of Magi is wary of
Spellsinging. It rumored that The Magi often
keep tabs on Bards who develop the ability. See
ORGANIZATIONS to learn more about The
Order of Magi.
CLERICS
The GODS were once a powerful force in the
Known World. For reasons unknown to anyone,
their power began to wane after the Dark War.
While people still worship the GODS, it is rare
for any of their followers to gain Divine powers.
True Clerics are priests who can perform
miracles. They represent a very small portion
of their churches and are sometimes resented by
the priests who cannot perform miracles.
Adventuring priests are almost always True
Clerics. See RELIGION for a list of Deities and
the powers they bestow.
DRUIDS
Druids are followers of GAI, The
Earthmother. They protect nature and all her
creatures. Slightly more common than Clerics,they can often be found living in the wilderness
between villages. They try to remain detached
from civilization, only interfering if it encroaches
on their protected lands. Druids are also common
amongst the Elves because of their strong
attachment with The Earthmother. The
Longbow and Elvish Longdagger are considered
class weapons for the Druid. See WEAPONS for
more information on the Elvish Longdagger.FIGHTERS
Fighters are the most common of the adventuring
classes. They can be ex-soldiers or restless
youths who take up the sword in search of
adventure. Fighters practice their trade in a
number of ways: guarding caravans, being
members of standing armies, or doing mercenary
work. Fighters can be found in every Race, Clan
or Tribe.
MONKS
Monks are new to the Known World. They first
appeared about thirty years ago when a ship from
the Empire to the East arrived off the coast of the
Free Isles. The ships brought with them teachers
of a philosophy merely called The Way. They
also brought with them a form of Unarmed
Combat never before seen in the Known World.
The exotic looking Brothers of The Way
occasionally take in students from the Known
World. They are very picky, though, and no one
knows the criteria to make one acceptable to the
Brothers. There are a small handful of Monks,
both Eastern and from the Known World who
travel the lands, searching for the perfection that
all Brothers of the Way seek. PC Monks belong
to this small group. See ORGANIZATIONS tolearn more about the Brotherhood of The Way.
The Quarterstaff is now considered a Monkish
weapon and can be used in a Flurry of Blows.
See WEAPONS to learn more about the
expanded use of the Quarterstaff in the Known
World.
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PALADINS
The church of TANELORN, The Just has an
elite group of dedicated warriors who protect the
faith and all things Good. TANELORNhimself always calls upon Paladins, usually in a
life altering vision. It is considered a great honor
to receive the vision and few reject the calling. It
is not easy to be a Paladin, though most
successfully live up to the lofty ideals set forth
by TANELORN. There are a few that are
rumored to have fallen from the faith. It is not
wise to speak of such things to a Paladin.
PSIONS /PSYCHIC WARRIORSPsions and Psychic Warriors are not available as
PC Classes. Despite this, it is generally believed
that Psionics existed before the Dark War and
may return in the time of The Oracle. The
Brothers of The Way also speak of an
enlightened state of mind that sounds
suspiciously like Psionics. See
ORGANIZATIONS to learn more about the
Brotherhood of The Way.
RANGERS
Rangers are a fairly common adventuring class.
They are represented amongst the Elves, the
Clansmen of Sheridar, and indeed amongst
Humans throughout the Known World. They
protect the wilds, often working closely with
Druids. Rangers who have gained enough
experience to cast spells receive them from GAI,The Earthmother. Rangers receive some
modifications in the Known World: They now
receive new Favored Enemies every 4 th level and
their bonuses for those enemies start out at +2
and go up accordingly. In addition, they receive
bonus feats at 2 nd level and every 4 th level beyond
that, Nature Sense at 3 rd level and Woodland
Stride at 7 th level. Rangers can also use the
Quarterstaff with their free Two WeaponFighting and Ambidexterity Feats. See
WEAPONS to learn more about the expanded
use of the Quarterstaff in the Known World.
ROGUES
Wherever there are people, there are Rogues.
Some choose to live off of others, taking what
they can, others use their skills to find treasure,
and adventure. No matter what their motives,
Rogues use stealth and cunning to achieve their
goals, often finding themselves on the wrong
side of the City Watch. There are no official
Thieves Guilds in the Known World, although it
is not unheard of for small groups of Rogues to
band together.
SORCERERS
Sorcerers are found only amongst the Elves.
Elves have an intuitive grasp of magic and do not
need books to prepare their spells. The
occasional Half-Elf learns to use The Gift this
way, but Sorcerers are unheard of amongst
Humans. The Magi consider Sorcerers to be
DraCoran, or The Uneducated in the old
tongue. See ORGANIZATIONS to learn more
about The Order of Magi.
WIZARDS
Sometimes a rare Human is born with TheGift. For whatever reason he of she can
understand the weaves of magic. Whenever this
happens, The Order of Magi invariable comes
calling. Most Wizards are trained by The Magi in
the use of The Gift. There are some, though,
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that escape The Magis attention. These Wizards
are considered DraCoran or The Uneducated.
Perhaps they get a hold of a spellbook and teach
themselves, or another DraCoran trained them.Whatever the case, they are considered a threat
to The Magi and are often persecuted by the
Order. See ORGANIZATIONS to learn more
about The Order of Magi.
HIS
TORY The Known World was once a place of magic.
Elves and Dwarves ruled the land, and the power
of the GODS could be seen everywhere. AREK,
The Bright God of the Sun, was discontented
though. He wanted something special, something
to call his own, hence he created Humans at
least thats what any Cleric of AREK will tell
you.
Human civilization grew quickly, mostly due
to Humans being a much more prolific race than
the Dwarves and Elves. Soon Human settlements
were found everywhere. The Great Empire of
Themul was founded and the Humans began to
spread out. At first the Humans were on good
terms with their neighbors, indeed trade
flourished between Man, Dwarf, and Elf. Only
the Goblinoid tribes far to the North remained
aloof, holding their allegiances to KARSH, TheStormlord and ATROPOS, The Tyrant.
ATROPOS especially resented AREKS
creations and the great power they were swiftly
amassing. The Tyrant convinced KARSH that
the Humans were a threat that must be
extinguished.
Thus began the Race Wars. Goblinoid tribes
surged into the Southlands, killing everyone in
their way. Even Elves and Dwarves fell under
the blades of KARSH'S children. This greatlyangered GAI, The Earthmother and
BASTION, The Battlelord, the patrons of the
Elves and Dwarves. The fighting was harsh and
bloody, the Goblinoids outnumbered even the
Humans three to one. Conquest seemed
inevitable.
CORAN, The Magi God of Knowledge,
saw that without his aid the minions of Evil
would wipe out the other Races. He steppedforward and gave the struggling Humans The
Gift. Until then only the Elder Races could use
magic. Giving Humans The Gift was a
controversial decision; most of the GODS
believed Humans were not ready for The Gift.
Ultimately, though, it turned the tide of the War.
The Humans, now armed with magic, led the
Elder races into battle and drove the Goblinoids
back into the North. The hoards were defeated,
but not destroyed.
All of the races suffered heavy losses in the
Race Wars. This was more significant for the
less numerous Dwarves and Elves. The Elder
races became more aloof, retreating somewhat to
try and rebuild their civilizations. They seemed
content to let the Humans shape the Known
World.
The centuries passed, Human civilization
grew and the other Races declined. The Elves,
who once were spread over the entire Known
World, now kept mostly to themselves in their
forest nation, Glenfaddich. The Dwarves
likewise remained in their cities to the North
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East, in the region now known as Gontal.
Everything to the South belonged to the Humans.
AREKS children created a great civilization
using The Gift. It was an era of enlightenmentand prosperity. Peace reigned.
To the North, beaten but not forgotten, the
Goblinoid tribes waited for their chance to get
revenge on the other Races. Their chance came
with the appearance of the Dark King . No one
knows who the Dark King is, or where he came
from. It is commonly believed that ATROPOS
raped a Human female and the Dark King was
born of this union. What is known for sure is thatthe Dark King is a powerful Warrior and
Wizard. He was able to whip the Goblinoid
tribes into a frenzy. He gifted some of the
Goblinoids with magic, and lured members of
the other races to his side with promises of
immortality and untold power. The Dark King
raised a fearsome army.
Once again, Humans, Elves and Dwarves
joined forces to repel the invaders, but even the
combined might of the Races was not enough to
defeat the Dark King . Perhaps because of his
Unholy Conception, the Dark King proved to be
an unbeatable foe. Fighting at the head of his
armies, he could shrug off wounds that would
kill any living creature and his magic cut a swath
through the Armies of his enemies. It appeared
this time that Evil would triumph and eclipse the
Known World.
Out of the chaos a group of Adventurers
appeared. Known now only as The Heroes,
they possessed abilities never before seen in the
Known World. Some believed them to be
blessed by the GODS. In any case they fought a
mighty battle with the Dark King himself and
somehow defeated him. It is unclear how they
did this though, the method of their triumph is a
fact lost to time. Soon after the Dark War, as theconflict was called, The Heroes disappeared,
leaving the Races to rebuild from the ashes.
CORAN, The Magi stepped forward again and
informed his followers that the Dark King was
not killed in the final battle. Even The Heroes
were not powerful enough to do that. Instead
they trapped him in a magical prison where he
could do no more harm. CORAN then gave his
followers a series of prophesies called TheOracle. It stated that the Dark King would one
day escape his prison and again threaten the
Known World. It also stated that a new group of
heroes would arise to combat him and finally
destroy him. This group, The Hand of Destiny
would reshape the Known World into a place of
everlasting peace. He created the Order of Magi
to help make The Oracle come about.
If the Race Wars hit the Known World hard,
it was nothing compared to the damage caused
by the Dark War. It is believed that the very
fabric of magic was damaged in the climatic final
battle. The Gift diminished and children born
with the ability to wield magic became a rarity.
The GODS influence on the Known World also
began to decrease; fewer and fewer priests
received Divine powers.
The decline of magic greatly affected the
Races. The Dwarves, their numbers diminished,
and their power waning, left the Known World
entirely. Where they went is a question no one
can accurately answer. Some believe they
retreated underground and have rebuilt their
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civilization beneath the region now known as
Gontal.
The Elves also retreated. They closed the
borders of Glenfaddich and the number of Elveswho traveled the Known World fell to a mere
handful.
Only the AREKS children seemed to thrive
after the Dark War. Humans quickly filled the
lands left by the Elder Races. The Nation of
Sheridar was created in the North to keep the
Goblinoids contained and Aridan and Calaran
were formed. Even the former Dwarven lands
were settled and renamed Gontal. See NATIONSto learn more about the different countries and
how they fit into the Known World.
It has been 500 years since the Dark
War. The Empire of Themul has fallen into
decadence and Calaran has fallen under the rule
of the Church of The One True God. Magic is
rare and Elves and Dwarves are considered fairy
tales to most commoners. The Order of Magi has
become a powerful political group, and they wait
patiently for the time of The Oracle . It is a time
for new legends, a time for new heroes, a time
for new magic. Now is the time
NAT
IONS
ARIDANCAPITOL: Aridan City.
GOVERNMENT: Monarchy and Parliament
RULER: High King Edward Aristeed.
ALIGNMENT: Neutral Good.
CLIMATE: Temperate with a longer that
average rainy season in the North, ranging toTropical in the South East.
RESOURCES: Gold, Silver, Livestock, and
Farming.
FOREIGN RELATIONS: Calaran (Fair), Free
Isles (Poor), Glenfaddich (Fair), Gontal (Good),
Sheridar (Good), Themul (Fair).
GEOGRAPHY: Aridian geography consists
mostly of plains with some forested areas. Crater
Lake is a large body of freshwater located near the East coast. Aridan is dotted with small
mountains full of precious metals. Mining is a
major source of income for Aridan.
PEOPLE: Aridians tend to be of medium height
and build. Most have dark eyes and dark hair
though there is some variation. Subjects of the
High King are a hearty, happy lot, they like their
lives and their drink. Pubs are often the focal
point of towns and villages, serving as a place to
meet with friends and relax. They tend to be
open, friendly and fiercely patriotic. They treat
travelers with respect unless an unkind word is
spoken about Aridan.
LANGUAGES: Aridian.
HISTORY: Created from the ashes shortly after
the Dark War, Aridan quickly grew in power.
Aridans first King, Yorik Aristeed was a great
general and tactician. Perhaps his greatest
political act was acquiring Sheridar and Gontal
as commonwealths. The wealth brought in from
these countries, as well as Aridans numerous
Gold and Silver mines helped the Nations quick
rise in power.
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POLITICS: The King of Aridan is called the
High King. The Aristeed family has always
ruled Aridan and they have governed her fairly
and wisely. The creation of a democraticallyelected Parliament 80 years ago has done
wonders for the morale of her people. Though it
is little more than an advisory body to the King,
the Parliament makes the commoners feel like
they have a say in the running of their country.
King Edward has sat on the throne for the last
25 years. He is considered one of the most
popular in a long line of beloved Kings. His son
and heir, Phillipe is a bit of a handful for theKing though. Phillipe is very charismatic and
enjoys carousing with the common people. Many
of the Nobility in Aridan are concerned about
Phillipes capability as a ruler. The King
constantly has to defend his son, whom the
Nobility considers to be a drunk and a fop. Only
time will tell how well the young man sits the
throne, but he has already won the hearts of the
common people.
Aridan has a strong standing Army and a
decent Navy. There is trade with all the Nations
of the Known World. King Edward tries to
remain neutral in the conflicts of other Nations,
though it is rumored that he has been secretly
supplying the Elves of Glenfaddich with arms
and supplies to aid them in their never-ending
war with Calaran. These rumors do not put
Edward too high in the Bishop of Calarans
esteem.
While trade with Themul continues, Edward
is obviously concerned with the social climate of
the Empire. If civil war should break out in
Themul, it is unclear which side, if any, that
Edward will take.
RELIGION: Religion, like in all the Human
nations, no longer has the influence it once had.There are still temples to most of the GODS to
be found in the cities, AREK and TANELORN
in particular, very few priests of any of the
GODS hold a high-ranking seat in the
government. One notable exception is the
Paladin known only as Blake, who is in charge
of the High Kings protection. Edward also has a
Magi advisor.
CALARANCAPITOL: New Calar.
GOVERNMENT: Theocracy.
RULER: Bishop Harek Teel.
ALIGNMENT: Lawful Good.
CLIMATE: Varies from temperate in the East
too colder in the West.
RESOURCES: Fishing, Livestock, Farming,
and Lumber.
FOREIGN RELATIONS: Aridan (Fair), Free
Isles (Poor), Glenfaddich (Poor), Gontal (Fair),
Sheridar (Fair), Themul (Poor).
GEOGRAPHY: Calaran consists mostly of
plains and forests. To the West the mountain
range known as The Wall cuts off Calaran and
the rest of the Known World from whatever may
lie beyond.
PEOPLE: The people of Calaran tend to have
blond hair and blue eyes, with a larger than
average build. Calarians are a quiet conservative
people; they distrust strangers and are often
hostile to foreigners.
LANGUAGES: Aridian.
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HISTORY: Calaran was founded not long after
the Dark War when plague and famine wracked
the land. From somewhere in Themul appeared a
man who called himself Calar the Prophet. Calar was plainly insane, but the words he spoke rang
true to some people.
Typical Redman.
Calar claimed that the Dark War was caused
because the GODS had betrayed them: The Evil
Gift of magic was what created the Dark
King . He claimed to have received a vision from
a new God, one who despised magic and all who
used it. Calar believed that The One True God
reigned over the Lesser GODS, so his followersshould reign over all the Known World. Though
he was immediately banished from Themul,
there were those that found truth in Calars mad
ravings. They followed him across the Strait of
Tears, to lands that were once inhabited by
Elves. There they built a city dedicated to the
One True God. Calar died when a fire broke out
in the Temple of The One, taking the entire city
of Calar with it. No one knows what started thefire, but most Calarians think the Demonic
Elves started it.
Even after his death, Calars legacy lived on.
New Calar was built on the ashes of old Calar
and Calaran grew into a powerful Nation, one
where the Bishop of The One rules with an iron
fist.
POLITICS: The current Bishop, Herek Teel is a
man of cunning ambition. He uses his Childrenof The One to keep a tight hold on the
population. The Children of The One, a group of
fanatical warriors who act as judge, jury and
executioner in matters of faith, are more
commonly known as Redmen because of the red
tunics they wear as uniforms. When a group of
Redmen enters a village, normal hard working
people become raving zealots. The common
people of Calaran fear the Redmens questioning
so they are quick to point out the indiscretions of
their neighbors. Children of The One usually
dont enter a village without someone being put
to the question and burned. Thats how Bishop
Teel wants it. See ORGANIZATIONS to learn
more about the Children of The One.
Calaran is in a constant war with the Elves of
Glenfaddich. Since Elves are creatures of magic,
Calarians view them as soulless Demons,
creatures that must be wiped off the face of the
Known World. Small skirmishes along the
border are an almost daily occurrence. Every
thirty years or so, whoever is Bishop at the time,
mounts a major invasion into Glenfaddich. Every
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time, the Elves push back the invaders, but each
offensive has a greater toll on the Elves. Eighty
years ago a well-orchestrated invasion pushed
the Elves so far back that the ancient city of Tagaran was lost to them. Something horrible
happened to the invading army though and it has
become a ghost city. Whatever happened that
day is a well-kept secret and the Calarians give it
a wide berth.
Rumor has it that Bishop Teel is preparing his
Army for another major invasion of Glenfaddich.
The Elves, and the rest of the Known World
watch Calaran and Bishop Teel closely, fearingthat this may be the last invasion needed.
RELIGION: Calaran is a Theocracy dedicated
to The One True God. Unfortunately for the
Calarians, The One True God doesnt seem to
exist; at least he doesnt reward his followers
with Divine magic like the other GODS of the
Known World do. Because of this, all magic is
considered Evil. Any Spellcasters found within
the borders of Calaran are branded as witches
and burned at the stake.
FREE ISLES
CAPITOL: None, though Skullport is often
where the current Pirate Lord sets up shop.
GOVERNMENT: None.
RULER: Varies. Whichever Pirate Lord has the
most power could be considered the Ruler of
the Isles, but no one stays on top very long in the
Free Isles.
ALIGNMENT: Chaotic Neutral.
CLIMATE: Tropical.
RESOURCES: Smuggling and Piracy.
FOREIGN RELATIONS: Aridan (Poor),
Calaran (Poor), Glenfaddich (Poor), Gontal
(Fair), Sheridar (Poor), Themul (Fair).
GEOGRAPHY: The Free Isles are a collectionislands, one very large one and hundreds of
smaller ones. None of the islands, the main one
included, have been very well explored. The
main island, and the smaller ones are all covered
with dense rainforests. The only real city in the
Free Isles is Skullport.
PEOPLE: The people of the Free Isles are an
odd mixture of every Race and Nation in the
Known World. There is no way to easily identifythe people who live there, other than they are a
proud and passionate lot who cherish freedom
and live life to the fullest.
LANGUAGES: Aridian, Themulian, Goblinoid.
HISTORY: Soon after the Race Wars, Humans
learned to tame the sea, not long after that the
Free Isles we discovered. The Isles can hardly be
called a Nation. They are a place where anarchy
and lawlessness reign supreme. The Isles are a
haven for Pirates, thieves and anyone else who
does not mesh well with normal society.
POLITICS: The closest thing to a political
center on the Free Isles is the city of Skullport.
Anything and everything happens in Skullport.
Slavery, Prostitution, and Gambling are all
common and available. A popular saying in
Skullport is: If it would make a Calarian roll his
eyes weve got it! The smaller islands are full
of Pirate dens, full of booty taken from the
shores of Aridan.
Several times in the past the High King has
sent the Royal Navy to wipe out the Pirate Scum.
The Pirates of the Free Isles are a cunning lot
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though; the Royal Navy would always arrive to
find Skullport an empty shell. The sailors would
burn the city to the ground but six months later it
would always be rebuilt. King Edward seems tounderstand the futility of taking the fight to the
Isles, instead he has come upon the idea of hiring
Pirates as Privateers. He figures that by putting
some of the Pirates in his employ, theyll be too
busy fighting each other to raid his coast.
Whether his plan works or not remains to be
seen.
RELIGION: Other than the odd temple to The
Stormlord or gambling houses dedicated toARILYN, religion is not a major force in the
Free Isles. Though not a church, the Temple of
The Way bears noting. About thirty years ago
an odd looking ship from the fabled Empire of
the East docked off the South Coast of the main
island. For reasons unknown to anyone, the
exotic looking men and women from the East
built a Temple there. They occasionally take in
students from the Known World and teach them
their unique style of Unarmed Combat. What
they are really doing there is anyones guess. The
Pirates have chosen to leave them alone for the
time being. See ORGANIZATIONS to learn
more about the Brotherhood of The Way.
GLENFADDICH
CAPITOL: TirNaNorag.
GOVERNMENT: Matriarchal Monarchy.
RULER: Queen Ellerisa Quiensentia.
ALIGNMENT: Neutral.
CLIMATE: Magically controlled, usually
temperate.
RESOURCES: Furs, Herbs, Gems, and Magical
Items.
FOREIGN RELATIONS: Aridan (Fair),
Calaran (Poor), Free Isles (Poor), Gontal (Fair),
Sheridar (Fair), Themul (Fair).
GEOGRAPHY: The Nation of Glenfaddichconsists almost entirely of one great forest.
PEOPLE: Other than Surrash, a small mixed
settlement far to the North near the Sheridian
border, the only known residents of Glenfaddich
are the Elves. Rumors do exist that other
intelligent species such as Centaurs and Dryads
live within Glanfaddichs magical borders. These
rumors are not easily proven, and the Elves
arent talking.LANGUAGES: Elvish, Draconic, Sylvan,
Aridian.
HISTORY: Glenfaddich has existed as long as
the Known World. The Homeland of the Elves
once spread across most of the Known World.
Human expansion, and devastating wars have
reduced the Elven nation to a fraction of its size.
POLITICS: The only city remaining in
Glenfaddich is TirNaNorag, a vast city in the
trees. Here is where Queen Ellerisa holds her
court; here is where she waits for the inevitable.
The Elves are a dying race, very few children are
born and continued losses at the hands of
Calarian soldiers spell the Elves almost certain
doom. The Elves have retreated far into their
forests where they prepare for Bishop Teels
rumored attack.
Not all Elves agree with Queen Ellerisa,
though, indeed there are small factions of Elves
who arent content to wait. Some of these groups
have banded together and they live wild like the
Elves did before the Race Wars. More militant
than their cousins in TirNaNorag, they practice
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their fighting skills and hone their weapons.
Their intention is to fight the inevitable with
their dying breath.
The only other fixed settlement within the borders of Glenfaddich is Surrash. It is little
more than a trading outpost where Humans and
Elves do business. While some Elves venture out
into the Known World, Surrash is the only place
in Glenfaddich where a Human wont be killed
on sight. Even Humans from Nations friendly to
the Elves are not allowed past Surrash.
RELIGION: All Elves pay homage to GAI,
The Earthmother. In these dark times the Elder Race looks to her even more. The Elves pray to
GAI for a miracle, it would seem though that
only The Earthmother knows if there is an
answer to those prayers.
GONTAL
CAPITOL: Dereval.
GOVERNMENT: Duchy (Commonwealth of
Aridan).
RULER: Duke Jorrel Emerson.
ALIGNMENT: Neutral Good.
CLIMATE: Wet and rainy through most of the
year.
RESOURCES: Lumber, Fur, Semi-Precious
Metals, and Fishing.
FOREIGN RELATIONS: Aridan (Good),
Calaran (Fair), Free Isles (Fair), Glenfaddich
(Fair), Sheridar (Good), Themul (Good).
GEOGRAPHY: Large forests and numerous
mountain ranges cover Gontal. The Cauldron, a
large body of water in the very center of the
Nation, has a reputation for ships mysteriously
disappearing in it. Gontal is also full of ruins.
The Dwarves left many cities standing in their
flight, and the resourceful adventurer can often
find artifacts within the husk of the former cities.
The Academy of Arlan usually has at least one
archeological expedition in the area at any giventime.
PEOPLE: Gonts are simple, hard-working
people who mind their own business and hope
that others do the same. The Nation is considered
the melting pot of the Known World. People
from all Nations can be found living and working
in Gontal. There are no physical features
common to her citizens.
LANGUAGES: Aridian.HISTORY: Gontal is another of the Nations
formed after the Dark War. When the Dwarves
left the Known World, they left behind good
farmland and the husks of their once great cities.
Many Humans found themselves homeless after
the Dark War and Gontal seemed like a good
place to start again.
POLITICS: Gontal is best known for how
unremarkable it is. Gontal is a commonwealth of
Aridan, which means that the Gonts pay taxes to
King Edward. Most Gonts are fine with this; it
saves them the trouble of having to run the
country when there is real work to do. Gontal is
basically a collection of small villages and
towns. These tight-knit communities often
govern themselves, usually forming a council of
Elders. Aridian nobles run only the two major
cities, Dereval and Hectal, although it should be
noted that calling Hectal a major city might be an
overstatement.
Duke Emerson is the closest thing to a ruler
that Gontal has. Living in the capitol city of
Dereval, he handles the day-to-day affairs of the
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Nation. This basically consists of keeping the
merchant class happy and ensuring that the
lumber and other natural resources are
distributed where they are needed.RELIGION: The GODS dont have a great deal
of influence on Gontal. Perhaps because the
Gonts are too pragmatic to spend time
worshiping when there is work to do. There are a
few churches dedicated to AREK, and a few
more Druids wandering the wilderness, but most
Gonts are agnostics.
SHERIDAR
CAPITOL: Ri Rioch.
GOVERNMENT: Clan Rule. (Commonwealth
of Aridan).
RULER: Varies, currently Cromac of Clan
Kendrick.
ALIGNMENT: Chaotic Good.
CLIMATE: Cold and wet, with major snowfalls
in the winter.
RESOURCES: None per say. The Clans are
provided whatever they need by King Edward of
Aridan.
FOREIGN RELATIONS: Aridan (Good),
Calaran (Fair), Free Isles, (Poor), Glenfaddich
(Fair), Gontal (Good), Themul (Fair).
GEOGRAPHY: Sheridar has lots of hills and
cliffs, making it a difficult region to navigate.
Loch Innis is the only notable body of water in
the region. To the North, great snowy mountains
rise out of the ground. The Goblinoid tribes live
in caves carved out of these mountains.
PEOPLE: The Clansmen are a strong, hearty
bunch. They are largely built and most have red
hair and blue eyes. Beards are a status symbol
amongst the Clansmen as are kilts; the Clansmen
wear their family tartans with pride. Sheridians
tend to be loud and boisterous. They live and
drink hard. Still, the other Nations view them
with a large amount of respect. They do a hard job and they do it well. That doesnt stop
innkeepers from hoping that the Clansmen stay
in some other establishment when they visit
foreign lands, though.
LANGUAGES: Dwarvish, Aridian.
HISTORY: The Nation of Sheridar serves a very
specific purpose; it was created after the Dark
War to contain the Goblinoid tribes in the North.
After the Dark King had been imprisoned, theraces were faced with the still very real threat of
the Goblinoids. Although they were beaten, none
suspected them to stay beaten long. To remedy
the situation, a group of stout warriors, veterans
of the Dark War, agreed to protect the Known
World from further invasions.
These men admired the ways of the Dwarves;
they began talking like them, fighting like them,
and even began to worship BASTION, The
Battlelord patron of the Dwarves. Sheridar was
a harsh land and the Sheridians learned that the
best way to survive and to combat the
Goblinoids was to stay mobile. They formed
themselves into nomadic Clans and began
patrolling the border. They have been the
guardians of the Known World for 500 years.
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Typical Clansman.
POLITICS: The Sheridians choose their leader
every five years when the Clans get together at
Ri Rioch, the only stone settlement in the Nation.
There they compete in numerous trials to see
which Clan is the mightiest. That Clans chief
becomes the ruler of Sheridar for the next five
years. It is a brutal competition and it is not
unheard of for Clansmen to be killed in the trials.
RELIGION: Because of the Sheridians
admiration of Dwarves, they have adopted
BASTION, The Battlelord as their patron.
BASTIONS priests have a great deal of power
in the Clans; every Chief has a member of the
clergy as an advisor. Usually the will of the
church becomes the will of the Clan.
THEMUL
CAPITOL: Arlan.
GOVERNMENT: Monarchy.
RULER: Emperor Exeter Valerious.
ALIGNMENT: Chaotic Good.CLIMATE: Hot and humid with a brief rainy
season.
RESOURCES: Precious Metals, Gemstones,
Livestock, and Farming.
FOREIGN RELATIONS: Aridan (Fair),
Calaran (Poor), Free Isles (Fair), Glenfaddich
(Fair), Gontal (Good), Sheridar (Fair).
GEOGRAPHY: Dry, dusty plains make up most
of the region. Fertile land is scarce so farms oftenlie in close proximity to the rivers. PEOPLE:
Themulians tend to be short and dark-skinned.
Themul is a hot place so her citizens tend to wear
little clothing, a fact that makes some of the
more conservative citizens of the Known World
write off Themulians as frivolous. Wise people
keep such opinions to themselves; Themulians
are a proud, fiery people who dont take kindly
to insults.
LANGUAGES: Themulian, Aridian.
HISTORY: Themul was the first of the Human
Nations and at one point was also the greatest.
There was a time when every Human in the
Known World owed allegiance to the Great
Empire of Themul. Before the Dark War,
Themul was at the height of her power and the
Themulian legions were the most powerful
armed forces in the Known World. Strong as
they were, they could not stop the Goblinoid
hoards from decimating most of the Empire.
After the Dark King was defeated, many
Humans found themselves displaced. Instead of
returning home, some warriors just stayed where
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they were and formed new Nations. This was a
blow to the Empire.
Even more disastrous for Themul was the loss
of her Emperor. Julian Darmon was perhaps thegreatest ruler the Empire had ever seen and his
family had led wisely for generations. He was
killed when he bravely challenged the Dark
King to single combat he never stood a
chance. Julian had never married and the lack of
a clear heir allowed the Valerious family to
connive their way onto the throne.
The Valerious family proved to be the worst
sort of political manipulators; their only interestswere increasing their wealth and catering to the
interests of family friends that and living the
good life.
The once Great Empire has fallen into decay,
her Nobles are a group of lazy hedonists and her
people are on the verge of civil war.
POLITICS: Exeter Valerious, unfortunately, is
no exception to his family. Often rumored to be
insane, Exeter has little interest in the welfare of
his people, as long as there is wine in his cup and
a woman in his bed, he is happy. He has allowed
Themul to fall to an all time low; her coffers are
empty and the already exorbitant taxes are not
sufficient to pay off the Nations debts. Poverty
and corruption rule the streets. The Nobility is no
help having no concern for the plight of the
common man.
The only voice the people have belongs to
Duke Rochagnon DTrael. Though the Emperor
holds court in the capitol city of Arlan, it is the
Duke and his wife, Marie, who run the city. They
are very popular amongst the common people of
Themul too popular for the Valerious familys
taste. It is rumored that Rochagnon is a direct
descendant of Julian Darmon and that Marie is a
powerful Wizard who defies the Order of Magi
by not joining their ranks. Whether or not theserumors are true, if civil war does break out in
Themul, the DTrael family might end up on the
throne. That is if they dont end up dead.
Arlen is the largest city in the Known World.
One of its most notable features is the Academy
of Arlan. The Academy is considered to have the
largest and finest collection of Knowledge in the
Known World. It was founded by the Magi in the
name of CORAN and run in conjunction withThemulian government. Knowledge is not one of
the Emperors major concerns so the Magi have
taken over the Academy fully, a fact that many
critics of the Order of Magi arent happy about.
OTHER
LOCATIONSDRAGONHOLT
Dragonholt is a large island off the coast of
Gontal. Near its south coast rests the Tower of
Magi, home of the Order of Magi. It is a highly
secretive place and no foreign ships are allowed
to dock there, not that they could if they tried.
The entire island is surrounded by large cliffs
and a dangerous reef, raising the question of how
the Magi get on and off the island. The answer tothat question, like many other things, is a closely
guarded Magi secret. See ORGANIZATIONS to
learn more about the Order of Magi.
THE GREAT WASTE
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The Great Waste is an impossibly large desert
that lies to the South of the Known World. No
one knows what lies beyond the Waste for no
one who has ever entered the Great Waste hasreturned.
THE WALL
The Wall is the name of the mountain range that
lies to the East of Calaran and Glenfaddich.
Since there are no known passes through The
Wall, what lays to the west of the Known World
remains a mystery.
THE EMPIRE TO THE EAST
There have always been rumors about a great
civilization to the East of the Known World.
Most people considered these tales to be false,
that is until thirty years ago, when a ship from
the East appeared off the coast of the Free Isles.
The ship was unlike anything the Pirates of the
Isles had ever seen. It was twice the size of any
Known World ship and its square shaped sails
were rigged in a way that had never been seen
before. The ship docked off the South coast of
the main island, deposited nearly a hundred
people, and then sailed away. The people who
remained were exotic looking, short with
coppery skin and almond shaped eyes. They built
a Temple there. Some stayed while others spread
out through the Known World. The Easterners
proved to be a quiet bunch, the only thing they
will say about their homeland is that it is anEmpire far to the East and it is indescribably
beautiful. Where they come from, and what
they are doing in the Known World is anyones
guess. See ORGANIZATIONS to learn more
about the Brotherhood of The Way.
LANGU
AGESThe Languages listed under each nation are the
main languages spoken there. All PCs start out
with Aridian/Common, and the main language of
their Nation.
ARIDIAN
Also known as Common, Aridian is the trade
language so most people have at least a
rudimentary knowledge of the language.
DRACONIC Draconic is the language of The Gift, and only
magic users speak it in its true form, be they
Magi, DraCoran , or Elvish Sorcerers.
DWARVISH
Dwarvish is still being spoken by the Clansmen
of Sheridar and it gives them a pronounced,
Dwarvish-sounding accent.
ELVISH
One of the oldest languages in the Known
World, Elvish is spoken primarily by Elves, but
many Human Rangers and Druids speak it as
well.
GOBLINOID
The tribes evil Humaniods to the North speak
Goblinoid, interestingly enough it has become a
fairly common language in the Free Isles.
SYLVAN Sylvan is the language of nature, it is also the
special language spoken by Druids, only Druid
or Elf PCs can take this language.
THEMULIAN
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Themulian is an ancient language, believed to be
an offspring of Draconic. It is only spoken with
any regularity in Themul.
RELI
GIONThough the GODS no longer have the influence
they once had, they are still a part of many
peoples lives. The GODS are organized into
three branches Good, Neutral and Evil. The
Good and Evil GODS are always at war with
each other, with the Neutral GODS in the middle
trying to keep the peace. Twice in the past, the
Neutral GODS aligned with the Good, to keep
ATROPOS and his Evil GODS from upsetting
the balance and destroying all.
TANELORN
THE JUST
TANELORN, God of Law, Honor and Nobility,
is Lawful Good. He is the patron of Knights and
Paladins. Worshipers do their best to uphold the
Law and remain Good. They try to be sterling
examples to the rest of the community. The
Domains associated with him are Good , Lawand War . His favored weapon is the Longsword.
AREK
THE BRIGHT
AREK, God of the Sun, Humans and Renewal, is
Neutral Good. He is the most popular of the
Known World Deities with at least a minor
shrine in most Human settlements. He is the
sworn enemy of ATROPOS. AREKS priests
hold the most political power of any of the
churches. The Domains associated with him are
Good , Healing , and Sun . His favored weapon isthe Heavy Mace.
ARILYN
LADY LUCK
ARILYN, Goddess of Luck, Adventure, andBeginnings, is Chaotic Good. She is the patron
of Gamblers and Adventures. While there are
few Temples in her name, her symbol rests
above most gambling halls. She is often invoked
before the start of a journey and roadside shrines
dedicated to her dot the Known World. Domains
associated with her are Luck , Protection and
Trickery . Her favored weapon is the Rapier.
CORANTHE MAGI
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CORAN, God of Knowledge, Magic and
Prophesy, is Lawful Neutral. CORAN remains
one of the most active of the GODS since the
Dark War. He is the Patron of the Order of Magi,
and the creator of The Oracle . All Clerics of
CORAN are Multiclassed Magi. The Domains
normally associated to him are Knowledge , Law
and Magic . His favored weapon is theQuarterstaff.
GAI
THE EARTHMOTHER
GAI, Goddess of Nature, the Elements, andElves, is Neutral. She is the patron of Rangers
and Woodsman. The Earthmother is the
protector of the wilds. The Elves are her
creations so they hold a special place in her
heart, though she accepts Human worship
readily. All of her priests are Druids and have all
the abilities granted that class. Her favored
weapon is the Longbow and it becomes a Class
weapon for Druids.
BASTION
THE BATTLELORD
BASTION, God of War, Courage, and Dwarves
is Chaotic Neutral. With the disappearance of the
Dwarves, BASTION has moved into the position
of Patron of the Clansmen. Since the Clansmen
try to emulate the Dwarves in every way, this
seems to suit The Battlelord fine. The
Domains normally associated to him are
Protection , Strength and War. His favored
weapon is the Warhammer.ATROPOS
THE TYRANT
ATROPOS, God of Strife, Tyranny and
Oppression, is Lawful Evil. He is the most powerful and ambitious of the Evil GODS. He
seeks to destroy the Known World and re-shape
it to his own liking. He is believed to be the
father of the Dark King . Despite his hatred of
the children of AREK, he does have a handful of
Human Clerics. These followers do their best to
cause havoc amongst the Nations of the Known
World. The Domains normally associated with
him are Evil, Law and Trickery . His favored
weapon is the Heavy Flail.
NECROS
DEATH
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NECROS, God/Goddess of Death, Disease and
the Underworld, is Neutral Evil. It is interesting
to note that no one knows for certain whether
NECROS has a male or female aspect, although
most refer to her as female. She is the Patron of
Necromancers and the Undead. The Domains
normally associated to her are Death ,
Destruction , and Evil . Her favored weapon isthe Scythe.
KARSH
THE STORMLORD
KARSH, God of Storms, Destruction andGoblinoids, is Chaotic Evil. Along with being
the Patron of the Goblinoid tribes, he is also
given homage by sailors who want to avoid bad
weather. The Stormlord rarely answers their
prayers though. All of his priests are Adepts and
they posses all abilities of that class. His favored
weapon is the Morningstar. See the Dungeon
Masters Guide for more information on Adepts.
ORGANIZATI
ONSTHE ORDER OF MAGI
Isolated on the island of Dragonholt lies the
Tower of Magi. Within the walls of this
magically protected fortress the Order of the
Magi shape the Known World.CORAN himself founded the Magi, shortly
after the Dark War. Their original purpose was to
study The Oracle and to prepare the world for the
time of the Dark Kings return. Since then they
have grown into a powerful political group as
well. The Order of Magis members are ranked
in order of power, 1 st being the highest. They are
governed by the Council of Five. The Council
consists of four Magi of the 2 nd Order, and theMagi of the 1 st. There can only be one Magi of
the 1 st Order at any given time. The current
council leader is Andren Talsien, a man of
unquestionable power. Magi tend to wear robes
of gray and blue and are most easily recognized
by the blue crescent moon tattoo on their
foreheads. After many years of apprenticeship,
they receive this tattoo upon gaining full
membership in the Order.
The Magis primary influence over the
Known World is through The Gift. Whenever
a child is born with The Gift, they are almost
always visited by The Magi. Talented youngsters
are given the privilege of joining the Order so
they can receive training in the use of The
Gift. It is a privilege few people refuse. Those
who do, or those who escape the Magis
attention are forevermore branded as DraCoran
or The Uneducated. The Order of Magi firmly
believes that DraCoran are a threat to the
Known World. They harass DraCoran to the
point of persecution. This is why most agree to
the training.
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The Order of Magi knows a power beyond
Nations, even a king listens when a Magi talks.
There are stories of a young queen who was
disrespectful to her Magi advisor in front of thecourt. The Magi merely threw the queen over her
knee and spanked the willful monarch in front of
her whole court. That is the power of a Magi.
The only place a Magi fears to go is Calaran.
Any Magi caught within Calaran faces a painful
death at the hand of the Redmen.
Typical Magi.
Another major citadel for the Order of Magi
is the Academy of Arlan. The finest center of
Knowledge in the Known World has been under
at least partial Magi control since its creation.
With the steady decline of Themulian Nobility,
The Magi have taken full control of The
Academy. Its current headmaster, Langdurin
Wyvrrnspear is a compassionate man with
sometimes-controversial views. There are some
who think Langdurin should already be a Magiof the 2 nd Order and that he was sent to Arlan to
keep him out of Andren Talsiens hair.
Whatever their motives, the Order of Magi
are the most powerful political group in the
Known World. Some fear their influence and
some fear their power. It can only be hoped that
the Order is governed wisely.
CHILDREN OF THE ONE
Children of The One, or Redmen as they are
more commonly known are an elite band of holy
warriors who answer only to the Bishop of
Calaran. Religious zealots all, they are hand
picked by the Bishop to enforce the holy word of
The One throughout Calaran, and eventually the
Known World. Redmen act as Holy Warriors and
Witch Hunters. They go into a village and root
out evil, wherever it may lie. The Children are
specially trained by the Bishop himself to
uncover witches. The masked Inquisitors who
often lead groups of Redmen are feared the most,
as they can put anyone to the question. These
very painful interrogations almost always lead to
a confession. The people they put to the
question are largely innocents, but because they
always confess, that seems to matter little. The
witches are unfortunate people who are singled
out by their community to placate the Redmens
fanatical zeal.
The Children of The One have started to
travel to other lands in the Known World to
combat Evil. The Redmen know they cant
officially question citizens of the Known
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World, but that doesnt stop them from isolating
suspected witches and questioning them
privately. Because of this, foreign officials keep
Redmen under close surveillance.KINGSMEN
Some believe that although the Dark King has
been defeated, his will is still being carried out in
the Known World by his faithful servants. These
servants, known as Kingsmen are considered to
be the lowest form of life, traitors to their Race,
whatever Race that may be. It is uncertain
whether they actually exist or not, but in some
places, Calaran especially, an accusation of being
a Kingsman is a serious offense. If they do
indeed exist, secrecy is their ally. They could be
anyone from the highest noble, to the lowest
thief, to a member of the Order of Magi.
BROTHERHOOD OF THE
WAY
The Brotherhood is a monastic order of Monks
who follow a philosophy known only as TheWay. The Brotherhood is a fairly new
organization to the Known World; it arrived on
the South coast of the Free Isles 30 years ago
when the Eastern ship dropped off its passengers.
Brothers of The Way seek a physical and
spiritual perfection they call Enjuku. It is
rumored that a Monk who has reached Enjuku
is no longer really a part of this world. The
Brothers also speak about men who can use their minds to perform incredible feats. Its possible
that the powers they hint at are Psionics. The
Brothers seem content to let it remain a mystery
for the moment, though.
The almost elitist actions of the Brotherhood
have caused concern to some. They have started
to take in members of non-Eastern origin though,
and have opened a Temple in the city of Arlen.Whatever their motives, the Unarmed Combat
they teach is tantalizing enough to make people
come from all over in hopes of being accepted.
What the Brothers ultimately plan for these
students is unknown.
WEA
PONSELVISH LONGBOW
The Elvish Longbow is a weapon of ingenious
craftsmanship and design. When strung, it is a
fully functioning Longbow. When unstrung, it
acts as a Quarterstaff. These prized items are
almost always Masterwork weapons and are
often enchanted as well. Note that Quarterstaffs
are treated differently in the Known World. Seethe entry for Quarterstaffs on the next page to
learn more.
ELVISH LONGDAGGER
Elvish Longdagger
These slightly curved blades are favored by the
Elves. Like their creators, they are short, fast,
and deadly. Elvish Rangers are often found
wielding matched sets. Elvish Longdaggers are
identical to Short Swords in the Players
Handbook.
REPEATING CROSSBOW
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These deadly weapons have recently been
introduced in Calaran. They have become a
standard weapon for Redmen. Repeating
Crossbows are considered Martial Weapons andthey do damage as a Heavy Crossbow.
Otherwise they are unchanged from the Players
Handbook.
QUARTERSTAFF
The Quarterstaff is a fast, versatile weapon. To
illustrate this, the Weapon Finesse Feat can be
taken for the Quarterstaff. In addition, it is
considered a Monkish weapon and receives the
Monks more favorable number of attacks per
round. Rangers can use the Quarterstaff with
their free Ambidexterity and Two Weapon
Fighting Feats.
CONCLU
SION
Thus ends your brief tour of theKnown World. If what you have
learned here helps you in your
travels, then I am grateful.
Perhaps you could use this
Knowledge to benefit the Known
World. Again... Good Luck.
Langdurin Wyvrrnspear.
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