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The Nitty Gritty Details of Heva

Introduction

This section is going to contain a witches brew of setting related information. The table of contents below should explain what's here.

Table of Contents

A Bronze Age Setting?

Well, sort of.

I would say that in some respects, Heva is a Bronze Age setting, though there are enough elements culled from other periods of history that the name Pseudo-Bronze Age is perhaps more appropriate. Alternatively, one could argue that it's really an Iron Age setting that has been forced to take on some of the trappings of a Bronze Age setting, and this may be closer to the truth of the matter.

Based on the reading I've done on the matter, what seems to define a Bronze Age setting is:

  • The use of Bronze as the primary material that metal implements are fashioned from.
  • A lack of sophistication when it comes to technology. Every craft and profession found in the Medieval Period exists in the Bronze Age, but the techniques are raw and unsophisticated.
  • Religious beliefs tend to be anthropomorphic. The gods are thought to have much more human qualities and interact more directly with mortals on a regular basis.
  • Political organizations and structures tend to be much more local in nature and less sophisticated. Legal codes tend to be very simple.
  • The spaces between civilized areas tend to be filled with dangerous monsters, and these creatures are young and active rather than ancient, forgotten and slumbering in their lair.
  • The world is fresh and new and every facet of life reflects this.

The Dominion of Heva was well into what would likely be considered its early Iron Age approximately 1,500 years ago. Then, by virtue of what is now called the Iron Curse, all raw Iron produced from mined ore became impossible for all but Orc-Kin to handle without experiencing excruciating pain and strength sapping fatigue. Bronze, which had been fading in its prevalence of use for quite some time, again became the work metal of choice.

Without access to Iron implements and the greater range of working conditions such tools allow, advancement in a number of technologies has been halting and limited. In some notable cases, Elven force-worked glass being a particularly well known example, Kin directed expressions of Potential have lead to a wholesale flowering of a craft or profession.

The presence of Daeva's in Hevan civilization (and in the larger world) have led to a far more mortal understanding of religious matters common to less advanced settings. The gods are not distant beings separated from Kin by an army of intermediaries and motivated by obscure and abstract concepts. Instead, they are close at hand and even approachable at times. Like mortals, they have understandable passions that are not far removed from that of Kin. Even the Great Spirits, all powerful creators of existence that they are, aren't described in Folklore as much more than particularly capricious and potentially insane Kin.

Hevan culture did not entirely cease to progress after the effects of the Iron Curse were fully felt. In particular, the immaterial arts of performance, mathematics and logic were, if anything, spurred to develop at an even faster rate by its advent. As a result, Heva (like most Dungeons & Dragons settings) is a far more rational and enlightened place than one would ever expect to find in any historically accurate period setting, be it Bronze Age, Iron Age or Medieval.

Amongst the scholars of Heva, rigorous testing through repeatable experimentation is fairly commonly believed to be the ideal route for the most efficient exploration of new ideas. That the constant flow of the Ebb through a universe awash in Potential makes this effort decidedly impractical does nothing to lessen the appeal of this particular thought construct. The few astounding victories that can be laid at the foot of the Scientific Method, the art of Fleshcrafting in particular, has done much to illustrate to the skeptical scholar the potential benefits that could be gained if this philosophy could more universally applied.

Beyond the protection of civilization, the world is still an exceedingly dangerous place. Though the Dominion of Heva lays claim to a vast expanse of territory, the truth is that the Onyx Queen's grip rarely extends beyond the long spears of her legions. The Dominion's preoccupation with the unceasing menace of the Orcish Hordes often means that lands properly considered to be part of the Dominion but not immediately adjacent to its well patrolled trade routes are for more dangerous than the war torn ground that straddles the divide between Orc and Kin.

Past Heva, much of the world is a dark and brooding unknown. What information that can be gleaned from the folklore of the various races of Kin that have migrated into Heva paints a picture in broad strokes indeed. To the west, far and distant Mu floats placidly in the waters of the Endless Gulf. Traders from that land tell tales of a land of red clay, baked by the sun and parched of water that never-the-less manages to support a civilization that rivals Heva in size and power. According to Gnomish oral history, to the north of the now Orc infested Emerald Forest is an endless land of hot jungle, scorched desert, featureless plains and sky-scraping mountains. Not far to the east, in the waters of the Well Known Depths, squats the Dwarven controlled archipelago of Ulverness. Beyond that, both the Elven and Dwarven diaspora bring tales of a burnt and wasted land that was once home to both races of Kin.

The Nisaeta claim to originally hail from a string of mist and snow covered islands not unlike Ulverness, but so far north as to be in a place where time itself runs backwards. Like the Nisaeta, Ausaetan folklore contains references to an ancestral homeland, though for the Ausaeta it is described as a warm and fertile high mountain valley located somewhere beyond the Well Known Depths and surrounded on all sides by impassable fields of ice. That the Ausaeta have no tales relating to how they left such a place, in contrast to Nisaetan folk-lore which contains an entire multi-part saga relating events that occurred over the long migration to Heva, leads many scholars to believe that the Ausaetan folklore related to an ancestral homeland was likely fabricated after their first encounters with the Nisaetans.

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Racial Abilities

I've made numerous small changes to the creatures (monsters and races) found in the various books of 3.5 Edition.

One particular change I've tried to consistently make is to give all Humanoid creatures some sort inborn supernatural ability.

That being said, I've also tried to avoid the typical 3rd edition practice of simply giving each race a laundry list of spells from the various rule-books.

Each racial ability should, in some sense, evoke a part of that creature's unique Natural Imperative.

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Animal Guardian

The Animal Guardian racial ability is available only to Hobgoblins, though use of the ability is entirely optional.

If a player chooses to have their Hobgoblin character use this racial ability, the decision must be made at character creation time.

To use this ability the character must participate in a special Spirit Shaman lead ritual. The ritual is long and complex, combining fasting, meditation, prayer, ritual chants and dance, psychoactive herbs and at its conclusion, the sacrifice of an object the participant highly values.

Participation in this ritual is generally considered character background and the "sacrifice" of a valuable item does not impact the character's starting wealth.

After completion of the ritual, the Hobgoblin can select from one of three animals with which to bond. Each animal provides two possible abilities and the Hobgoblin must select one or the other when the bond is formed.

Animal

Granted Ability

Bison +2 bonus to Str or +2 to attack and damage when Charging.
Lion +2 bonus to Dex or +2 bonus to AC when Fighting Defensively and taking Total Defense.
Condor +2 bonus to Con or +2 bonus to Saves vs. Poison and Natural Disease.

When a Hobgoblin drops below zero hit points, the Animal Guardian appears in corporeal form as close to the Hobgoblin as possible and attempts to guard the fallen Hobgoblin to the best of its ability.

It is a typical animal for its kind that the Spirit Beast template has been applied to.

The Animal Guardian remains until the Hobgoblin dies, is returned to zero or more hit points or is forced to discorporate because it has itself dropped to zero hit points.

If the Animal Guardian discorporates because it dropped to zero points it cannot reform until the next sunrise.

The Animal Guardian can choose to touch the Hobgoblin as a standard action and cause it to automatically stabilize. It discorporates immediately afterwards as if the Hobgoblin had returned to zero or more hit points.

Animal Guardians look like typical animals for their type, but each one has a unique pattern of markings that look as if the animal has been marked with ruby dust or wet blood.

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Bestow Fate

As an immediate action a Hafling can choose to forgo use of the Fortunate Soul racial ability and bestow that same ability on an ally within 120 feet.

The recipient retains the ability until the Hafling dies or reclaims it. Reclaiming the Bestow Fate is a standard action and cannot happen until the Hafling's turn in the following round at the earliest.

Bestow Fate cannot be used for spells and effects for which the Hafling's Fortunate Soul ability has already been used.

Bestow Fate can also be placed upon any enemy within 120 feet in the form of a curse. The target is allowed a Will save (DC 10 + 1/2 Hit Dice + Cha). If the target succeeds at the Will save, the attempt to Bestow Fate fails and the Hafling cannot attempt to Bestow Fate against that enemy for 24 hours.

When Bestow Fate is placed on an enemy, whenever he succeeds at a save that would have ended in death from damage or effect if he had failed, he must roll again and use the second roll if it is worse.

As with Bestowing Fate on an ally, the curse remains until the Hafling reclaims it or dies.

When Bestow Fate is used on an enemy it is considered to be an effect with the Curse descriptor.

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Blood Oath

A Gnome can inflict damage upon himself and use the resulting blood to swear a Blood Oath.

Swearing a Blood Oath involves inflicting the wound, smearing the blood on an item that will become the focus of the Oath while concentrating on forming a mental image of the target of the Oath. At the end of one minute of concentration the Blood Oath is complete.

The Gnome that is the bearer of the Blood Oath gains a +2 morale bonus to all attacks and damage against the target of the Oath, a +2 morale bonus to the DC of all spells cast against the target and a +2 morale bonus to all skill and ability checks opposed by the target.

The Blood Oath can be broken by the destruction of the focus or something as simple as washing off the dried blood.

The focus must also be kept upon the Gnome's person at all times. Loss of the focus does not negate the Blood Oath, but the Gnome does not gain the bonuses it confers until it is once again in his possesion.

Thus, most Gnomes keep the focus of their Blood Oath in a small container that is securely attached to their body.

A Gnome cannot have more than one Blood Oath in effect at any one time.

If a Gnome does not have the ability to dream he cannot target anyone with a Blood Oath.

Creatures that do not dream cannot be made the target of the Blood Oath.

The target of the Blood Oath suffers from horrible dreams of being chased by a relentless foe while sleeping for the first time after the Blood Oath is made. The target must make a Will Save (DC 10 + 1/2 Hit Dice + Cha) or take 1d10 points of damage and be fatigued and unable to regain arcane spells for the next 24 hours.

The bearer of the Blood Oath can choose to make his appearance and or name known during this dream.

The bearer of the Blood Oath dreams of pursuing the target when sleeping for the first time after making the Blood Oath.

If the two sets of dreams are compared, they will be found to be remarkably similar, differing only in the perspective.

The bearer of the Blood Oath can choose to dissolve it with a full round of concentration.

The target of a dissolved Blood Oath cannot be re-targeted for a full year.

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Crystalskin

As a full round action, a Dwarf can cause a second skin of to form and harden into a thin layer of tough but flexible crystal.

This crystalline skin bestows DR 5/- on the Dwarf but also imposes a -10' movement penalty to movement, a -4 penalty to dexterity and an armor check penalty of -8.

Forcing the second layer of skin to uniform is also a full round action.

Loss of consciousness for one round or more also causes the second skin to disappear.

The damage reduction conferred by this racial ability does not stack with damage reduction of the type X/- granted by any other class ability, effect, feat or item.

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Curse Resistant

A Dwarf gains a +4 racial modifier to any saves against spells and effects with the Curse descriptor.

If the Dwarf successfully saves, the original caster must then save against the same DC or be affected by the curse instead

Any caster level checks made to remove a curse that has been placed upon a Dwarf gain a +4 circumstance bonus.

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Direction Sense

As long as a Dwarf is not in or on water, flying or underground he can innately sense the direction of the South Pole.

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Errand Boy of the Fates

When saving against Geas, Lesser Geas and related spells, the Hafling must roll two dice and use the lower.

When a caster level check is being made to remove the Geas, Lesser Geas or related spell, a -5 circumstance penalty is applied to the caster level of the caster attempting to remove the spell.

Additionally, even if the check is successful, the spell is not removed but merely suppressed for 1d4+1 days.

Fortunate Soul

Any time a Hafling fails a save that will result in his death via damage or effect, he may roll again and use the second roll if it's better.

If an ability check or skill check directly results in his death these checks may be rerolled as well.

Example: Teldiostes of Melanthetis is carefully crossing a rope bridge when it suddenly breaks under his weight. He manages to grab onto it (after his player makes a successful Reflex save) as he's starting to fall, but the violent swaying afterwards requires his player to make a Strength check to determine if Teldiostes maintains his grip. The first Strength check fails and Teldiostes plummets to his death. The player immediately gets to make another roll on the Strength check, which is significantly better the second time. Teldiostes' foot gets tangled up in a rope on the way down and lives to see another day.

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Land Sense

A goblin has the racial ability to sense all creatures operating under Natural Imperative (ie, must be an Animal, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Plant, Spirits or Vermin) within a certain distance.

In order to use the Land Sense racial ability, a Goblin must enter a state of expanded consciousness by meditating without interruption for ten minutes.

If the Goblin takes any damage, is affected by any effect or takes any other action besides quiet meditation and simple speech, the attempt to enter the meditative trance fails and must be begun anew.

Before beginning meditation, the Goblin must decide which type of creature he wishes to gain knowledge of. Only one type of creature can be selected and it must be endowed with a Natural Imperative.

Once the Goblin successfully enters this state of expanded consciousness, he is supernaturally aware (though in a very loose and non-overwhelming sense) of all creatures of that type within ten miles.

While in this meditative state, the Goblin is aware of what his own body is sensing and can participate in conversations, provided they are calm and subdued.

Land Sense does not provide a Goblin with a mental image of the distribution of creatures he can perceive. Rather, it is a supernatural state of mind akin to looking at a long list. Thus, Land Sense cannot be used to create maps of the surrounding area.

After each subsequent minute of meditation, the Goblin may remove all creatures he is currently sensing that do not share a specific trait he selects at the beginning of that minute.

Example: Gabro of the Raven's Foot Clan begins meditation with the intention of sensing all Animals within the radius of his Land Sense. After ten minutes he becomes loosely aware of every Animal within ten miles. He elects to narrow the focus of his Land Sense to only Animals that are Birds and after a minute of further meditation, becomes aware only of birds within ten miles. He elects to narrow his focus again to only eagles, and after another minute can only sense Animals that are Birds and Eagles.

If the narrowing of focus removes the desired target from the Goblin's Land Sense he must exit the state of expanded consciousness and begin again.

Once the Goblin has sufficiently narrowed the focus of his Land Sense he can attempt to gain more specific information regarding the general direction and distance of the creatures he senses. If the animals he's sensing form social organizations (ie herds, packs or colonies) he'll sense the direction, distance and the rough size of the organization.

Sufficiently narrowed usually means roughly fifteen or fewer individual creatures or social groupings of specific creatures. Trying to get bearings for larger numbers of creatures or groups is simply too difficult a task for most Goblins to accomplish.

A Goblin's Land Sense extends through water and air but does not penetrate more than 10' of solid rock or soil. Additionally, any caves more than 100' from an entrance into open air are beyond the range of Land Sense.

Only traits related to a creature's body and Natural Imperative can be used to narrow the focus. Traits related to the trappings of civilization cannot.

Non-living objects cannot be sensed with Land Sense or used as a means of narrowing focus.

Example: Gabro could easily use his Land Sense to be aware of all Bugbear's within 10 miles, but could not narrow his focus to only Bugbears that are Clan Chieftains, unless all Bugbear Clan Chieftains happen to have a common physical trait.

Land Sense cannot be used to find a specific creature, but sufficient knowledge of a creature's physiology can allow reasonable guesses to be made.

Safely exiting the meditative state requires one full minute of additional meditation. Leaving the state before this causes the Goblin to take 1d6 points of Wisdom damage.

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Lucky Aura

All friends and allies within 120 feet gain a +1 luck bonus on attacks, saves, skill checks and ability checks.

Use of the Bestow Fate racial ability suppresses Lucky Aura until the next sunset.

Magic Affinity

Humans can have one of three possible Magic Affinities, or none at all.

Each type of Magic Affinity corresponds to one of the three possible human ethnic groups.

The physical appearance of a human with a Magic Affinity tends to match that of the selected ethnic group.

Each Magic Affinity provides a bonus to saves against specific types of magic, and if the Human is a spellcaster, bonus to spell DC's and an extra spell slot.

Ethnic Group

Affinity

Affinity Benefit

Ausaeta

Short Stature
Blond Hair
Brown Eyes
Dark
Magic

+1 racial bonus to saves vs. spells with the Shade, Death or Curse descriptor.

If a spellcaster, +1 racial bonus to the DC of spells cast with the Shade, Death or Curse descriptor.

If a spellcaster, an extra spell-slot at each spell level that can only be filled with spells that have the Shade, Death or Curse descriptor.

Nisaeta

Tall Stature
Black Hair
Blue Eyes
Imperious
Magic

+1 racial bonus to saves vs. spells with the Fleshcraft, Binding or Luck descriptor.

If a spellcaster, +1 racial bonus to the DC of spells cast with the Fleshcraft, Binding or Luck descriptor.

If a spellcaster, an extra spell-slot at each spell level that can only be filled with spells that have the Fleshcraft, Binding or Luck descriptor.

Rusaeta

Medium Stature
Red Hair
Black Eyes
Destructive
Magic

+1 racial bonus to saves vs. spells with the Energy, Matter or Chaos descriptor.

If a spellcaster, +1 racial bonus to the DC of spells cast with the Energy, Matter or Chaos descriptor.

If a spellcaster, an extra spell-slot at each spell level that can only be filled with spells that have the Shade, Death or Curse descriptor.

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Node Sense

Any Elf that comes within one mile of a Node's can sense its presence.

One minute of meditation allows the Elf to determine the Node's general direction, size and capacity.

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Node Tap

An Elf can attempt to tap into any Node that he can sense.

Tapping a Node requires ten minutes of meditation followed by a DC 20 Concentration checks.

Success means that the Elf has tapped into the sensed Node. Failure by more than five means the Elf cannot attempt to tap the same Node for 24 hours.

An Elf that taps a Node gains all the normal benefits as described in the section regarding Nodes as well as the following abilities when within 50' of the Node:

  • The Elf's manifester level increases by one.
  • Damage heals at a rate of one hit point per minute and ability score damage heals at a rate of one point per hour.
  • The cost of applying all meta-psionic feats to powers decreases by two to a minimum of zero.
  • Any power with a range of personal can be manifested on any other mind tapped into the Node.

Once tapped into a node, an Elf remains connected to it regardless of distance or plane of existence until death, ejection or the connection is willingly severed as a standard action.

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Spell Immunity

A Hafling gains immunity from selected spells of his choosing.

The first spell is selected at the Hafling's 1st Hit Dice. An additional spell can be selected instead of the ability score improvements that occur at every 4th hit dice.

The selected spell must be subject to Spell Resistance and the level cannot be more than half the Hafling's hit dice.

Geas, Lesser Geas and any other spell with Geas in the name cannot be selected as spells a Hafling is immune to.

Once selected, the selected immunities cannot be changed.

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Spirit Familiar

The Spirit Familiar racial ability is available only to Bugbears, though use of the ability is entirely optional.

If a player chooses to have their Bugbear character use this racial ability, the decision must be made at character creation time.

To use this ability the character must participate in a special Spirit Shaman lead ritual. The ritual is long and complex, combining fasting, meditation, prayer, ritual chants and dance, psychoactive herbs and at its conclusion, the sacrifice of an object the participant highly values.

Participation in this ritual is generally considered character background and the "sacrifice" of a valuable item does not impact the character's starting wealth.

Once the ritual is complete the character "finds" his or her animal guide and gains a special ability that depends on the nature of the guide. Once a form is taken, the Spirit Familiar will always remain in that form and be a constant companion until the character's death.

A Spirit Familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a Bugbear. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a Spirit Familiar. An animal companion cannot also function as a Spirit Familiar.

A Spirit Familiar also grants special abilities to the Bugbear it's linked to, as given on the table below.

Spirit Familiar

Granted Powers

Eagle When making Spot checks, the character may roll twice and use the better of the two rolls. When charging with a double move, the character doubles the strength damage done by a successful hit.
Raven Character can speak through Spirit Familiar when sense linked and make Bluff, Diplomacy and Gather Information checks. When a character gains concealment via shadow, apply a +10% bonus to miss chance.
Bat When making Listen checks, the character may roll twice and use the better of the two rolls. When the character makes attacks against opponents with concealment from shadow or illusions, apply a -10% penalty to the miss chance.
Swallow When making Tumble checks, the character may roll twice and use the better of the two rolls. When charging an opponent that is one or more size modifiers smaller than the character, apply both the strength and dexterity modifiers to the attack roll.
Jackal When making Survival checks, the character may roll twice and use the better of the two rolls. On a character's first successful against a flat-footed opponent, do two points of strength damage in addition to normal damage.
Gazelle Add a 2 square bonus to the character's movement and a +4 dodge bonus to AC when making a double move.
Lynx Add a +2 bonus to Hide and Move Silently checks. After succsesfully aattacking an enemy with a charge, the character may make one extra attack against the same opponent.
Hare When making Jump checks, the character may roll twice and use the better of the two rolls. As part of the Withdraw action, the character may ignore a number of attacks of opportunity equal to the character's Dex modifier.
Turtle The character gains a +1 bonus to their natural armor. The character adds an additional +2 bonus to AC when Fighting Defensively and using the Total Defense action.
Toad When making Swim checks, the character may roll twice and use the better of the two rolls. The character gains a +1 bonus to all ranged attacks made with bows.
Python The character gains a +4 bonus to all grapple and strength checks and adds a +4 bonus to damage when attacking an opponent he's grappling with.
Heron When making Balance checks, the character may roll twice and use the better of the two rolls. The character gains a +1 bonus to all melee attacks made with spears.

The following special rules apply to the Spirit Familiar's statistics.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the Bugbear's or the Spirit Familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has as many hit points (not including temporary hit points) as the Bugbear, regardless of its actual Hit Dice.

Attacks: Use the linked Bugbear’s base attack bonus, as calculated from all his class and racial hit dice. Use the Spirit Familiar’s Dexterity or Strength modifier, whichever is greater, to get the Spirit Familiar’s melee attack bonus with natural weapons.

Damage: Damage equals that of a normal creature of the Spirit Familiar’s kind.

Saving Throws: For each saving throw, use either the Spirit Familiar’s base save bonus or the Bugbear’s (as calculated from all his classes and racial hit dice), whichever is better. The Spirit Familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the Bugbear might have on saves.

Skills: For each skill in which either the linked Bugbear or the Spirit Familiar has ranks, use either the normal skill ranks for an animal of that type or the linked Bugbear’s skill ranks, whichever are better. In either case, the Spirit Familiar uses its own ability modifiers. Regardless of a Spirit Familiar’s total skill modifiers, some skills may remain beyond the Spirit Familiar’s ability to use.

Natural Armor: The Spirit Familiar's natural armor improves by one for ever two hit dice the Bugbear has.

Intelligence: The Spirit Familiar's intelligence score is equal to the intelligence score of the Bugbear. If an effect lowers the Bugbear's intelligence, the Spirit Familiar's intelligence is not adjusted, nor is the Bugbear's intelligence affected if the Spirit Familiar's intelligence is modified by an effect.

A Spirit Familiar has the following special abilities:

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Spirit Familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the bugbear’s option, he may have any spell or spell-like ability cast on himself also affect his Spirit Familiar. The Spirit Familiar must be within 5 feet at the time of casting to receive the benefit. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Speak with Master (Ex): A Spirit Familiar can speak Beast and any other language spoken by the Bugbear. If the Bugbear learns a new language the Spirit Familiar can speak it as well. Spirit Familiars prefer to speak Beast.

Spell Resistance (Ex): A Spirit Familiar gains spell resistance equal to the 5 + Bugbear’s hit dice.

Shadow Walk (Sp): A Spirit Familiar can cast Shadow Walk at will but on itself only. Additionally, it can only Shadow Walk from its current location to the location of any other Spirit Familiar or any member of the Bugbear's clan.

Sense Link (Sp): A linked Bugbear can spend a full round action to enter a trance-like state and remain in this state as long as he takes no other actions in subsequent rounds. Once in this state, the Bugbear can experience all sensory modes of the Spirit Familiar. Additionally, he may communicate telepathically with the Spirit Familiar. The range on this telepathic communication is unlimited and can even reach the Spirit Familiar while it is Shadow Walking. If the Spirit Familiar travels via Shadow Walk to another plane of existence, the sense link is broken and cannot be reformed until the Bugbear and Spirit Familiar are once again on the same plane.

If a Spirit Familiar is reduced to 0 hit points it is forcibly discorporated and the Bugbear suffers 1d4 points of Con drain. The Spirit Familiar cannot recorporate until the sunrise after the Con drain is restored. When it does recorporate it is healed of all conditions and afflictions.

A Spirit Familiar can willingly discorporate w/ no damage to the Bugbear but it cannot reform until the next sunrise.

The Spirit Familiar has a supernatural sense of direction when Shadow Walking and always arrives exactly where it wants to. Additionally, it need not even know the person or Spirit Familiar it's Shadow Walking to and can be given commands such as "go to the nearest Spirit Familiar."

A Spirit Familiar can choose to mask itself such that other Spirit Familiars can no longer find it while Shadow Walking. A nondetection spell or more powerful anti-divination spell can also mask the location of a Spirit Familiar or Clan Member.

Spirit Familiars do not need to eat, breath or sleep but they often choose to ape these behaviors when they are bored. They are immune to all spells and effects that rely on a creature's need to engage in these behaviors.

Like Animal Guardians, Spirit Familiars look like typical animals for their type, but each one has a unique pattern of markings that look as if the animal has been marked with ruby dust or wet blood.

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Stonesickness

For every eight hours that a Dwarf is more than 10' within the earth, he must make a will save or be affected by the curse known as Stonesickness.

The DC starts at 10 and increases by one for every 8 hour interval past the first. The Dwarve's Curse Resistant ability does not apply to this specific curse.

A Dwarf suffering from Stonesickness will refuse to wear any clothing, armor or items, refuse to eat, drink or speak and will do anything in his power, short of resorting to violence, to be as close to the surrounding rock as possible. In places where loose material is available he will go so far as to bury himself, though never to the point where he would suffocate.

Once it sets in, Stonesickness can only be cured by the Dwarf spending at least eight full hours in the open air.

Some spells can suppress the symptoms of Stonesickness but not cure it.

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Goods & Services

What's Changed

Here's a rough list of the major differences between Heva and the default setting with respect to Goods & Services.

  • Adamantine, Cold Iron and Alchemical Silver are no longer available as special materials. New ones have been added.
  • A single weapon capable of penetrating multiple different types of damage reduction can be crafted through Adornment.
  • Most of the heavy armors are no longer available. Some new light and medium armors are available.
  • In general, crossbows, polearms, double bladed weapons and racial weapons are no longer available.
  • Crafting magical items requires that the Artisan performing the magic also craft the object the magic will be Fixed to.
  • The experience point cost for crafting a magical item has increased by a factor of ten, but a way of avoiding the cost entirely is also provided.
  • Travel by air and dimension-jumping is exceptionally difficult and travel by sea is slower and less efficient.

Setting Technology

In order to become more easily immersed in the setting, it's helpful to understand what sorts of expectations a character should have about everyday life in Heva. Some areas are sufficiently complex or important enough to adventuring that they have been given their own section.

  • Construction

    Hevan architecture (particularly in public buildings) tends towards the titanic. A good deal of this simply has to do with Gnomish architecture also having a penchant for the overly large and Hevan architecture being essentially a derivative of the Gnomish. Many Kin like to joke with their Gnomish friends about their architecture being a method by which their race can compensate for it's generally small stature.

    Large buildings are typically constructed via the drag and fill technique, whereby structures are built from successive layers of heavy stone blocks that have been cut and laboriously dragged and levered into place and then surround by earthen platforms that allow access to the next layer to be built. Curved forms are nearly non-existent, with even the largest opening essentially being nothing more than a grandiose post and lintel structure.

    The period immediately after the arrival of the Elven diaspora saw a sudden surge in the use of previously unknown construction techniques based on Elvish forms of expressed Potential. This allowed for structural forms that would be impossible to build with the basic drag and fill technique. When these magically assisted structures were subsequently shown to be prone to inexplicable and catastrophic failures, the new construction techniques were reluctantly abandoned.

    Contact with Muish traders have brought several major advancements that have only recently begun to be used in Hevan construction. The two most widely recognized are the arch as a method of structural support and the use of mortar as a means by which smaller blocks of stone can be forced to stick together without a need for time consuming joints.

    In particular, the arch and mortar have allowed for massive expansion of the previously sparse system of Hevan aqueducts, with these structures now an order of magnitude cheaper and faster to build. As a result, the quantities of fresh water available to previously thirsty Hevan cities has increased dramatically and in the last few decades all seven of the major Hevan cities have seen significant increases in population, with an attendant increase in problems common to rapid population growth.

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  • Sanitation

    The Libaeum's discovery of the danger posed by the invisible biota present in dirty water made the need for city-wide sanitation quite clear. Thus, one of the earliest changes brought about by the greater scholarly understanding of Natural Imperative was the wholesale installation of underground sewer systems in the Seven Suitors and some of the smaller attendant cities. All but the most impovrished Hevan communities now have centralized and well maintained public latrine areas and neighbor enforced customs regarding the disposal of waste known to generate harmful invisible biota.

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  • Metallurgy

    The body of knowledge surrounding the working of metals continues to remain where it was at the advent of the Iron Curse. New developments have centered around alchemical uses for different combinations of the various known mineral earths, gems, and metals. The development of Ulvernessian Tirq from a previously unremarkable mineral earth used as the basis for most pigments (though the exact alchemical process by which this transmutation occurs is mystery to all but the Ulvernessian Dwarves) showed that there is much that could be done in the area of metallurgy were it not for the presence of the Curse.

    The ash and fume belching production of base metals like copper, tin and lead occurs at the communities near the mines that produce the metal bearing oar with many communities actually being built around the mine. Further refinements and alloying occur mainly on the shop floor of the artisan making the metal implement, as only he knows which alloy works best for the application in question. The charcoals needed in the refining process are provided by copics scattered across Heva and always worked under the watchful eyes of the Wardens of the Wood.

    Most metal bearing ores can be found in multiple places throughout Heva, though the Vashti in the Drako Badlands and the entirety of the Tallwall Mountains are both notably richer in metal bearing ore deposits than the Rolling Plains, Golden Coast and Frost Reaches. The one notable exception to the general abundance of metals is Tin, with only a handful of known sites across the entirety of the Dominion. All but one of the easily accessible Hevan sources of Tin have played out and the two known sources not currently being worked are deep within the most dangerous regions of the Tallwall Mountains.

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  • Pottery & Glassmaking

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  • Agriculture & Animal Husbandry

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  • Writing & Communication

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Materials, Special and Otherwise

Otherwise

All of the elements known to the ancient world are also known in Heva. This list includes; Arsenic, Antimony, Carbon, Copper, Gold, Iron, Lead, Quicksilver, Silver, Sulfur and Tin.

Believe it or not, Platinum can actually be found in nature in a relatively pure form, though it's almost always alloyed with other metals. Thus, coinage based on platinum isn't a total impossibility, just very nearly impossible. Your characters are far more likely to find small ingots of imaginary metals like Mithral and jewelry fashioned from impure platinum as part of a treasure, than bona fide minted coinage made out of the stuff.

  • Bronze

    This isn't a special material per se, but it's the base metal out of which the vast majority of common everyday objects are fashioned when metal is required. Bronze is an alloy of copper and tin and is notably more brittle and less able to hold an edge than similar weapons made of Iron. Whereas Iron implements must be forged via repeated applications of heat and pressure, Bronze implements are simply cast as a single piece. Mechanically, treat weapons and armor made of Bronze exactly as you would straight out of the Player's Handbook.

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Pricing Special Items

To determine the price of a particular item fashioned from a special material, use the following procedure:

  • Find the weight of the item listed in the relevant source material.
  • If the item isn't made entirely of one material, talk to me and we'll figure out a reasonable percentage. Generally it'll be either one half, one third, or one quarter of the total weight.
  • Figure out what the weight of the item would be in pounds if it were made of the special material you want.
  • Multiply that weight by the gp per pound rate listed in the item description below.
  • The number generated is the minimum price you're likely going to have to pay for a masterwork version of the item in question that's fashioned from the special material. In some cases, this price may go up significantly.

Example: Let's say we want to figure out what the average minimum price for a masterwork quality spatha fabricated from star-metal is. The weight of a bronze spatha is listed at 15 lbs. The same spatha forged from star-metal would weigh 30 lbs. The description of star-metal states that the average price of star-metal is around 1000 gp per pound. Multiplying the two numbers gives us a final value of 30,000 gp. That's one expensive blade!!

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Special

  • Mithral

    A few rare veins of silver are often accompanied by another metal that is very much like Silver in appearance but not in properties. Unlike true Silver, Mithral is as hard as Iron but significantly lighter. It can be cast or forged and makes excellent, lightweight armor. Unfortunately, for all its strength Mithral does not hold an edge well, being prone to crack and chip right along the edge of the blade. Therefore, Mithral is almost always used in armor and implements where weight is more of an issue than cost, but almost never as a material for weapons. Mithral is also an important component in the manufacture of most magical items.

    • In Heva, the physical properties of Mithral have not changed. Use the statistics from the d20 Hypertext SRD.
    • Mithral items can be fixed with permanent Dweomers as easily as items made from bronze.
    • The typical price for unworked Mithral of sufficient purity for use in armor and magic items is approximately 200 gp per pound.
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  • Cursed Iron

    Iron wasn't always cursed. 1,500 years ago Iron was for more commonly used than Bronze. Now, it causes excruciating pain to any Kin that comes in direct contact with it and fatigue and exhaustion to any Kin that gets to close to it.

    Wounds sustained by Kin from weapons of Cursed Iron appear more like burns than cuts and they often reek of sulfur. Rare survivors of Orcish assaults have often claimed that Cursed Iron weapons sizzle and smoke when biting into the flesh of Kin and that Cursed Iron blades will burn with a dull red flame when wet with Kin blood.

    All of this because Grue Mash, the Orcish Daeva, placed a powerful curse upon all the Iron that lay in the bones of the Earth. A side effect of this curse is that weapons, armor and implements of Cursed Iron are resistant to Dweomers of all kind.

    • Cursed Iron weapons do damage as if they were one size category larger and they weigh twice as much as Bronze weapons of the same size.
    • Any Kin whose bare skin or flesh is touch by a Cursed Iron weapon experiences searing pain for as long as the metal is in physical contact.
    • The DC of any concentration check made while suffering from this pain is increased by six and multiple sources of this pain do not stack.
    • A piece of Cursed Iron causes progressive weakening to any Kin that is in the same five foot square as the refined metal.
    • After the first full round of exposure, the Kin is fatigued. After the second full round of exposure the Kin is exhausted.
    • The fatigue or exhaustion dissipates after one full round of not being in the same five foot square as a piece of Cursed Iron.
    • Taking the actions listed in the PHB entry on fatigue do not make a Kin exhausted.
    • Permanent Dweomers cannot be fixed to items made from Cursed Iron and the duration of all temporary Dweomers are halved.
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  • Ancestral Steel

    Weapons of Ancestral Steel are simply those fashioned from Iron mined and smelted before the Orc-Daeva spat forth his curse. Ancestral Steel weapons, armor and implements hold Dweomers just as well as weapons of Bronze and like all weapons of Iron, do damage as if they were one size larger than they actually are. Ancestral Weapons are quite rare and valuable and more are in the hands of wealthy collectors than competent warriors.

    • Ancestral Steel weapons do damage as if they were one size category larger and they weigh twice as much as Bronze weapons of the same size.
    • Ancestral weapons can be fixed with permanent Dweomers as easily as items made from bronze.
    • Determining the "market" price for unworked Ancestral Steel is difficult, as the metal is about as far from a commodity item as a famous piece of art.
    • That being said, a rough average across the larger brokerage houses would yield an average of about 500 gp per pound of material, though the price can go up considerably for particularly desirable items.
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  • Star-Metal

    If items of Ancestral Metal are worth a fortune and as rare as a bird's teat, items of Sky-Metal are worth ten fortunes and are a rare as a fish's fur coat. Star-Metal can only be collected from the pits of burned out stars that have fallen to earth. Though the two metals are similar in almost every way there is one major difference between them. Dweomers take to Star-Metal like sparks to tinder and is the only known substance upon which the powerful magics needed to truly bind a spirit permanently to an object can be cast.

    • Weapons fabricated from Star-Metal do damage as if they were one size category larger and they weigh twice as much as Bronze weapons of the same size.
    • The base prices of permanent Dweomers fixed to Star-Metal weapons and armor are calculated as if they were one enhancement bonus lower than what's listed in the rules, to a minimum of +1.
    • All Dweomers fixed to items consisting mostly of Star-Metal gain a +2 inherent bonus to their caster level. This increased caster level is not figured into the base price for the item.
    • Temporary Dweomers cast directly onto items of Star-Metal behave as if the Extend Spell feat were applied to them.
    • Star-Metal is the only known material that can be used to create an intelligent item. Thus, even an intelligent cloak must contain some amount of Star-Metal.
    • Like Ancestral Steel, Star-Metal is very difficult to price as a commodity. That being said, you are actually more likely to come across a chunk of raw unworked Star-Metal at a brokerage house, since new supplies of the metal fall to Earth from time to time.
    • A rough average across the larger brokerage houses would yield an average of about 1000 gp per pound of material. As with items of Ancestral Steel, this is the base price for raw metal or items of no special significance.

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  • Ulvernessian Tirq

    When trade contact with Ulverness began centuries after the Dwarven diaspora reached the Golden Coast, the archipelago's Dwarven masters sent many gifts of friendship to the Dominion and Onyx Queen. Some of these gifts were suits of strange armor and weapons fashioned from a metal the Ulvernessian Dwarves called Tirq. The manner by which Tirq is made is a secret the Dwarves of Ulverness guard very closely.

    Items fashioned of Ulvernessian Tirq are similar to items fashioned of bronze in every way, save that Tirq is much lighter than Bronze and can be forged rather than cast. Blades fashioned of Tirq are extremely sharp. Tirq is similar to Cursed Iron in that it is difficult to fix a Dweomer to it, though with Tirq it is not an impossible task.

    • Items of Ulvernessian Tirq behave exactly like similar items of bronze but weigh approximately half as much.
    • Armors of Ulvernessian Tirq are one category lighter than normal for purposes of movement and other limitations, to a minimum of light.
    • Spell failure chances for armors and shields made from Ulvernessian Tirq are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
    • Slashing weapons fabricated from Ulvernessian Tirq are treated as keen (which does not stack with any other threat range increasing effect or feat) and do an extra point of damage.
    • The base prices of permanent Dweomers fixed to Ulvernessian Tirq weapons and armor are calculated as if they were one enhancement bonus higher than what's listed in the rules.
    • All Dweomers fixed to items consisting mostly of Ulvernessian Tirq gain a -2 inherent bonus to their caster level. This decreased caster level is not figured into the base price for the item.
    • The Dwarven masters of Ulverness do what they can to control the supply of Ulvernessian Tirq and thus the market price of Ulvernessian Tirq is somewhat higher than it would be were it freely available.
    • The typical price for unworked Ulvernessian Tirq of sufficient purity for use in items is approximately 80 gp per pound.
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  • Orthal

    Also known as charged Mithral. Orthal is almost never found in pure form but is instead a minor component of the rock around the purest veins of Mithral and Silver. A small grain of the material can be collected from the laborious alchemical processing of significant quantities of this ore. This material is absolutely seething with magical energy and can have a destabilizing effect on any Dweomer it comes too close to, causing a spectacular discharge of undirected Potential. Luckily, it's quite rare and its effects are easily shielded by thin sheets of lead. Like Mithral, Orthal is used in most magical items and is a critical component in the fabrication of weapons capable of piercing the damage reduction possessed by creatures lacking a Natural Imperative.

    • Permanent or temporary Dweomers that comes within 15' of an unshielded piece of pure Orthal larger than a grain of sand (the amount typically used fashioning items) may catastrophically discharge.
    • Each affected dweomer must make a Will Save (DC 10 + Caster Level of Dweomer) to avoid discharging.
    • A discharging dweomer deals 1d6 points of untyped damage per caster level to any creature or item in the same square it occupies. A succesful reflex save (DC 15) can halve the damage done by a discharge.
    • A discharged dweomer is permanently and irrevocably lost, save through the action of a Wish or similar magic.
    • Spontaneous discharges almost always occur when a careless artificer knocks over his supply of shielded Orthal.
    • A naturally occuring piece of unrefined Orthal large enough to cause spontaneous discharge is fantastically rare and quite literally priceless.

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  • Darkrock & Vasent

    This stoney black metal bearing ore is the source of the alchemical component used to fashion weapons capable of piercing the damage reduction of Dragons and Elementals. Blackrock can be refined via a complex alchemical process into a bright yellow powder. This powder can then be dissolved in a glass melt to create a yellow-green glass known as Vasent.

  • Vasent glows faintly if it is within 30' of a psionic dweomer, a dragon, an elemental or a creature with the psionic subtype.
  • Weapons and Armor can be adorned with Vasent and Mithral at a base cost of 1,000 gp.
  • A weapon adorned with Vasent and Mithral has the following properties:
    • It deals one extra point of damage per hit to creatures withe the psionic subtype.
    • It is capable of inflicting critical hits against Dragons and Elementals.
    • It can pierce the damage reduction of Dragons and Elementals.
    • It can be used to deal precision damage to Dragons and Elementals when in the hands of a character capable of inflicting this damage with ten or more ranks in Knowledge (Psionics).
  • Armor adorned with Vasent and Mithral has the following properties:
    • It confers a +1 inherent bonus to saves against Psionic effects on the creature wearing it.
    • The DC of a manifester level check against a creature with Power Resistance in the armor gains a +1 inherent bonus.
    • The manifester level of a creature gains a -1 inherent penalty whenever he is in the armor.

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  • Red Malachite & Heartwire

    This blood red semi-precious stone is often found interspersed through significant outcroppings of the more typical green malachite. Red malachite can be crushed, and the resulting powder added to a Copper melt. The resulting metal alloy is then painstakingly drawn and rolled into Heartwire. Heartwire is used to bind spirits in the creation of both Undead and Constructs. Ironically, correctly incorporating Heartwire into a weapon makes that weapon capable of overcoming the damage reduction of Constructs and Undead.

  • Heartwire warms slightly if it is within 30' of an arcane dweomer, a construct, an undead or a creature with the arcane subtype.
  • Weapons and Armor can be adorned with Heartwire and Mithral at a base cost of 1,000 gp.
  • A weapon adorned with Heartwire and Mithral has the following properties:
    • It deals one extra point of damage per hit to creatures with the arcane subtype.
    • It is capable of inflicting critical hits against Constructs and Undead.
    • It can pierce the damage reduction of Constructs and Undead.
    • It can be used to deal precision damage to Constructs and Undead when in the hands of a character capable of inflicting this damage with ten or more ranks in Knowledge (Arcane).
  • Armor adorned with Heartwire and Mithral has the following properties:
    • It confers a +1 inherent bonus to saves against Arcane effects on the creature wearing it.
    • The DC of a caster level check against a creature with Spell Resistance in the armor gains a +1 inherent bonus.
    • The caster level of a creature gains a -1 inherent penalty whenever he is in the armor.

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  • Spiritclay & Ironwood

    Spiritclay is often found intermixed as a component of clay beds used to make the finest porcelains. Spiritclay can be mixed into soil as an ammendment like any other. Only the wood from trees grown in soil augmented with Spiritclay can be alchemically transmuted into Ironwood. Ironwood can be incorporated into weapons in order to make them capable of overcoming the damage reduction of Abberations and Giants.

  • Ironwood chills somewhat if it is within 30' of a dweomer with the fleshcraft descriptor, an Abberation, a Giant or a creature with the fleshcraft subtype.
  • Weapons and Armor can be adorned with Ironwood and Mithral at a base cost of 1,000 gp.
  • A weapon adorned with Ironwood and Mithral has the following properties:
    • It deals one extra point of damage per hit to Abberations, Giants and creatures with the fleshcraft subtype.
    • It is capable of inflicting critical hits against Abberations and Giants.
    • It can pierce the damage reduction of Abberations and Giants.
    • It can be used to deal precision damage to Abberations and Giants when in the hands of a character capable of inflicting this damage with ten or more ranks in Knowledge (Arcane).
  • Armor adorned with Ironwood and Mithral has the following properties:
    • It confers a +2 inherent bonus to saves against effects with the fleshcraft descriptor.

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  • Nullsilver & Amalgam

    A deposit of cinnabar, an ore from which quicksilver can be extracted with little effort, is occasionally found to be contaminated with a form of the liquid metal known as Nullsilver. Nullsilver has the effect of inhibiting or supressing the ability to generate Potential in any creature that ingests it in large enough quanities. Gold left to soak for long periods in hot Nullsilver will eventually form amalgam and gain the ability to overcome the damage reduction of Fey and Outsiders.

  • Any creature that imbibes more than a drop of Nullsilver must make a Fortitude Save (DC 15) or lose the ability to generate Potential by any means for 1d6+1 hours.
  • amalgam and Nullsiver emit a faintly audible keen if they are within 30' of a dweomer with the planar descriptor, a Fey, an Outsider or a creature with the native subtype.
  • Weapons and Armor can be adorned with amalgam and Mithral at a base cost of 1,000 gp.
  • A weapon adorned with amalgam and Mithral has the following properties:
    • It deals one extra point of damage per hit to Fey, Outsiders and creatures with the native subtype.
    • It is capable of inflicting critical hits against Fey and Outsiders.
    • It can pierce the damage reduction of Fey and Outsiders.
    • It can be used to deal precision damage to Fey and Outsiders when in the hands of a character capable of inflicting this damage with ten or more ranks in Knowledge (Arcane).
  • Armor adorned with amalgam and Mithral has the following properties:
    • It confers a +1 inherent bonus to saves against effects directed by Fey and Outsiders.
    • It confers a -1 morale penalty on any range or melee attack by Fey or Outsider against the creature wearing it.

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  • Essence

    This mysterious substance is often likened to the liquid form of Orthal and is the primary driver of most alchemical processes. No naturally occuring sources of the material have ever been found. Rather, Essence is collected through a complex quasi-alchemical process that can only be accomplished by a creature tapped into a Node. Thus, Essence that is available for purchase is nearly always Elven in manufacture. Essence produced by non-elven Kin is of inferior quality and requires subsequently larger amounts to produce the same degree of effect.

    • Approximately half of the cost of materials for making any magical item is spent on the Essence needed to power the various alchemical processes involved.
    • Elven produced Essence can usually be purchased for 10 gp per ounce, with non-elven essence usually selling for half that amount.
    • Using Essence in an alchemical process is generally quite safe and mishaps are quite rare. Essence does not suffer from catastrophic discharge in the presence of Orthal.
    • In a pinch, Essence can be imbibed by casters that prepare spells and harnessed in the manner they would use a Pearl of Power.
    • Doing this requires approximately 10 gp of Essence per caster level of the spell and is quite dangerous, requiring a Charisma Check (DC 10 + Spell Level) to avoid a catastrophic discharge of the Essence in the manner of Dweomers in the presence of Orthal.
    • A failed save results in a pyrotechnic discharge of the Potential contained within the Essence that deals 1d6 points of untyped damager per caster level damage to all creatures within 10' of the caster. Affected creatures, with the exception of the caster, may attempt a reflex save (DC 10 + 1/2 Caster Level of Discharge) to halve the damage.

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Armor & Weapons

Different weapons and armor require different fabrication techniques, with some items easily fabricated via casting and some only available if a forgeable metal is present. Some metals hold an edge really well and others do not. Some metals break when struck too hard and others simply bend. All of these characteristics together determine whether a particular material will be used in a particular type of weapon or armor.

As Heva is, at best, an Iron Age setting when it comes to weapons and armor, some items listed in the players handbook simply will not be available by virtue of not yet having been invented. In addition, some armors not listed in the PHB are now available.

Armor

While weapons tend to have a common form and vary only in their material over the course of technological advancement (bone or stone dagger yields to bronze dagger, which yields to iron or steel dagger), different forms of armor are technological advancements in themselves.
-Arms and Equipment Guide (pg. 17)

The following armors are available in Heva, with the most common material the armor is made out of (when the armor is metal) listed.

Light Armor

  • Padded
  • Bark
  • Leather
  • Bone
  • Studded Leather
  • Leather Scale
  • Chain Shirt - Most commonly forged from Ulvernessian Tirq

Medium Armor

  • Hide
  • Ring - Most commonly cast from Bronze
  • Scale Mail - Most commonly cast from Bronze
  • Chainmail - Most commonly forged from Ulvernessian Tirq
  • Breastplate - Most commonly cast from Bronze

Heavy Armor

  • Banded Mail - Most commonly forged from Ulvernessian Tirq

Shields

  • Buckler - Most commonly cast from Bronze
  • Light Wooden Shield
  • Heavy Wooden Shield
  • Light Metal Shield - Most commonly cast from Bronze
  • Heavy Metal Shield - Most commonly cast from Bronze

Stats for the new armors listed above:

Armor Most
Common
Material
Base
Cost
Armor
Bonus
Max Dex
Bonus
Armor
Check
Penalty
Arcane
Spell
Failure
Speed Weight
Light Armor
Bark Bark 5 gp +2 +5 -2 15% 30' / 20' 15 lb.
Bone Bone 20 gp +3 +4 -3 15% 30' / 20' 20 lb.
Leather Scale Leather 35 gp +3 +6 -2 15% 30' / 20' 20 lb.
Medium Armor
Ring Ulvernessian Tirq 75 gp +4 +4 -3 30% 20' / 15' 35 lb.

Items that are commonly made with Bronze can also be made with Mithral, Ulvernessian Tirq, Ancestral Steel and Sky-Metal.

Items that are commonly made from Ulvernessian Tirq can be made from Mithral, Ancestral Steel, and Sky-Metal but never from Bronze.

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Weapons

Like armor, some weapons are not available, though this has more to do with the technology level of the setting and less to do with available materials. All weapons are most commonly fashioned from Bronze, unless the item is one the simply wouldn't use a metal in its construction.

The weapons listed are organized by weapon group. An alternate name is listed if it has one. It would be awesome if you used that alternate name but you don't have to.

  • Axes - battleaxe, handaxe and greataxe
  • Basic - club, dagger and quarterstaff
  • Bows - composite shortbow, longbow, shortbow
  • Claws - gauntlet (cestus), punching dagger, spiked gauntlet (spiked cestus) and ward cestus
  • Druid - club, dagger, dart, quarterstaff, scimitar, shortspear, sickle and sling
  • Exotic - waraxe
  • Flails - light and heavy flails
  • Heavy Blades - long sword (spatha) and scimitar (shamshir)
  • Light Blades - dagger (pugio), punching dagger and short sword (gladius)
  • Maces & Clubs - club, light mace, greatclub, heavy mace, quarterstaff and sap
  • Scythes & Hammers - light hammer, maul, scythe, sickle, warhammer
  • Slings & Thrown - bola, dart (plumbatum), net (jaculum) and sling
  • Spears & Lances - javelin (pilum), light lance, longspear, shortspear (hasta), and trident (fuxina)
  • Whips - whip and scourge

As you can see, polearms and crossbows are pretty much gone. Unexpectedly, stripping out the racial, ahistorical and medieval period weapons also led to the disappearance of the Exotic and Exotic Double Bladed weapon groups.

Stats for the new weapons are listed below

Weapon Size Cost Damage Crit Weight Type
Light Armor
Ward cestus Light 10 gp Special Special 4 lb. Bludgeoning
Scourge One Handed Melee 20 gp 1d8 x2 2 lb. Slashing

Ward Cestus: This is a stout leather gauntlet with a well-made metal weight set into it over the knuckles. A strike with a ward cestus is considered an unarmed attack. If you take a Total Defense action, you gain an additional +1 bonus to your Armor Class, representing blows you block with the back of your protected hand. Your opponent cannot disarm you of a ward cestus. The cost and weight are for a single ward cestus.

Scourge: This multitailed, barbed whip is often dipped in a poison delivered via injury. You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the attack fails) with this weapon.

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Tools of the Trade

This section will explain the varied details regarding getting your character's grubby mits on some sweet gear.

I'll state up front that while I'm not interested in frustrating your attempts at improving your character's power, I don't subscribe to the prevalant school of thought that purchasing a 50,000 gp magical item should be no more involved than going to your local Super Wal-Mart and plunking down your Visa.

In all honesty, I'm just looking to increase the opportunities for role-playing and the smooth insertion of adventure hooks.

Purchasing

To determine whether or not a given item is available in a particular community, my strategy to provide a quick and easy answer is going to be to subtract the value of the item from the GP Limit of the community and divide the result again by the GP Limit. That'll give me a percentage chance that a single instance of the item exists and is for sale within the community in question.

You can keep asking for more rolls to see if multiple instances of the same item are available, but once you get a "no" you can't ask again for at least a month in game time.

For Dwarven Caravans, I'm going to roll d100 to determine what "size" the particular caravan is and then determine item availability as described above. You'll have to leave a given caravan alone for about a month of game time before it'll reset to something different.

This, of course, leaves the issue of knowing where to go to find something completely open. Generally, the cheaper and more common an item, the fewer role-playing hoops I'm going to make you jump through in order to get it. Always keep any eye out for potential sellers of items you might want to purchase in the future.

I've described the common sorts of places where an adventurer could go to by things below.

  • Rugthrifts: All communities larger than 50 people are going to have at least one public area (usually called the bazzar or market) where Kin interested in selling goods can throw out a blanket or park a cart and hawk their wares. This is where you would buy food and cheap non-magical crafted goods that cost 20 gp or less. More expensive merchandise would be too tempting a target for theft. Folk that regularly sell goods in public areas are referred to as Rugthrifts, even when they aren't selling off of a rug.

  • Tradehouses: Most communities of 500 or more folk will have at least one permanently located business that deals in the buying and selling of all available goods. Usually, a Tradehouse has an agreement with a specific caravan (Dwarven or otherwise) for the regular and exclusive delivery of certain types of goods in exchange for an across the board discount on all items held by the Tradehouse. A Tradehouse will never accept or stock a single item worth more than 500 gp and will be loathe to accept cash-dense and low-demand items like art objects, jewelry or magical items unless he is quite sure he can quickly exchange those items for more trade goods.

  • Artisans: People that convert basic raw materials into more valuable trade goods are called Artisans. Most communities have however many Artisans they need to produce most of the items necessary to everyday life. These Artisans generally have the skill necessary to produce goods of varying quality up to a value of approximately 150 gp. Artisans with the necessary level of skill to produce items greater than 150 gp in value are usually selling into a market that is small enough to favor the establishment of guilds, and thus belong to one. These guilds and where they are located are usually well known amongst the people that purchase their goods and the less skilled folk that ply a similar craft.

  • Caravans: Caravans, and Dwarven Caravans in particular, transport goods along the often perilous trade routes of the Hevan Dominion. Dwarven Caravans in particular are likely to of most interest to adventurers, as they readily accept all forms of currency and goods and often carry goods that would be unimaginably difficult to find in all but the Seven Suitors. On the other hand, there is no telling just what a particular Dwarven Caravan may have available, so you may have to talk to every single one in Heva before finding that +5 Vorpal Ancestral Steel Spatha you've been coveting.

  • Brokerages: To routinely find specific items for sale over 500 gp in value one must typically deal with a Brokerage House. Only a Brokerage House will have the expensive theft deterrants necessary to make holding extremely valuable items a safe and profitable venture. If a Broker does not have the specific item on hand he will often know a colleague that does and can arrange a meeting, for a fixed percentage of the sale price, of course.

  • Individuals: Just about any item conceivable is available for sale by a private individual somewhere in the Dominion. The most difficult task is often finding that one person that happens to have a Sphere of Annhilation in just the right shade of red for sale. Brokerage Houses are often the best places to go to find these people, but in other cases the seller may not neccesarily want to publicly declare (which going to a Brokerage House is tantamount to doing) that they have a copy of the Book of Vile Darkness for sale. In these situations, only your ability to wring useful information out of everyone that crosses your path will help.

  • Apothecaries: When in need of alchemical equipment, alchemical materials and spell components worth less than 100 gp, simply travel to your nearest Apothecary. Most communities will have one or more persons that sell these items directly out of their home and those with more than a thousand Folk will usually have one permanent business dedicated exclusively to these goods. It is important to understand that these are not magic shops. A very well stocked Apothercary may have 4-8 potions and scrolls on hand. Most magical items available at an Apothecary are a class of alchemical items known as salves and tinctures, which are used by most Folk to deal with things like a wasting sickness, sore joints and septic wounds.

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Comissioning

To determine whether or not a craftman sufficiently skilled to produce the item you are wanting comissioned exists I will generate a percent chance using the same method described in the previous section.

As before, you can ask for succesive rolls to determine multiple instances but the first failure means you're done. You cannot roll again for existance in any community but Melanthetis, where you can re-roll once a year. This reflects the constant flux of Artisans from outside the Dominion travelling to its greatest city.

You may have noticed that you cannot find random Artisans to craft any item for you that costs more than 100,000 gp. This is intentional on my part. There are a number of powerful NPC's that exist in Heva that could do this sort of work, but to get them to do so you will need to find them and curry their favor, so to speak.

Even if a craftsman exists, he may not be looking to take on any new work at the moment. Availability will be determined with a second percentile check using the same number as before. A success meaning they're available and failure meaning they aren't, with the roll's distance from the check determining just how firmly they'll refuse your pleas.

This is one of the places where character's with social skills will come in handy, as it's entirely possible to convince, intimidate or bluff an Artisan into dropping their current commission and switching to yours.

If the base price of your commission costs more then 3/4 of the GP Limit of the community, there's a good chance that the Artisan will ask you to do a favor for him in addition to paying the normal rate for the commision. You're asking him to expend a lot of valuable time and materials on your commission by his standards, so he'll want to make sure you're serious.

The ethos of the Artisan in question will also determine how willing he is to take on your commission. Some may only wish to make items for close friends and associates and others may be restricted in who they can craft items for. This is particularly the case for Artisans that craft items of religious significance.

Alternatively, he may require a special material component that he does not currently posses and will need your assistance in gathering it if he is to complete your comission.

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Crafting Magic Items

If you're not thrilled about the need to find items available for sale and Artisans to take on comissions, you might want to consider investing some feats in the crafting of magical items.

Crafting is, for the most part, functionally the same. The general procedure that must be followed when crafting a magical item is listed below.

  • Determine what item you would like your character to make and compute the base price using the guidelines in the DMG and input from me.
  • Your character must then craft the physical object that the magical Dweomers will be fixed to at the end of the item creation process. It is not possible for an Artisan to fix a Dweomer to an object he has not himself spent time creating.
  • The character must posses the relevant crafting skill. The object is considered masterwork and the DC is 20. The price of the crafted object must be at a minimum one quarter of the base price of the magical item.
  • The crafted object does not have to have the form described in the DMG unless the item would normally fill a specific item slot or requires a specifc form in order to function properly. For example, a wand does not actually have to a thin stick. It could instead be a highly polished sphere of quartz covered with mystical runes inlaid in lapis lazuli.
  • After the object is succesfully crafted, the Artisan must then endeavor to use a variety of alchemical processes to permanently fix the necessary Dweomers to the crafted object.
  • Once again, the character must posses the relevant crafting skill, though in this case it is always Craft(Alchemy). The DC of the "object" being crafted is again 20 and the cost is again equal to one quarter of the base price of the magical item.
  • At this point the magical item is finished and all that remains is to pay the XP cost of the item. It is here that the player may choose how to pay the XP cost of the item.
  • If the player presents me with a drawn image of the created item, a written description of the item or a description of the alchemical process by which its Dweomers were fixed, and I deem your submission to be of sufficiently high quality, I will waive the XP costs entirely.
  • If on the other hand the player decides to just go ahead and pay the XP cost, it should be noted that the XP costs for all magic item creation is increased by an order of magnitude. In other words, divide the base price by 2.5 to determine the XP cost.

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Adorning Weapons and Armor

Weapons and armor can be imbued with special properties that make them more effective against creatures that lack a natural imperative.

To get these special properties, the armor or weapon must be adorned with Mithral and the requisite special material (Vasent, Heartwire, Ironwood or amalgam).

In general terms, adornment simply means that a network of Mithral traceries must be somehow worked into the structure of the item and the special material is then set into the Mithral pathways.

Armor or weapons can be adorned with multiple special materials, though each adornment must be accomplished sequentially.

Adornment is entirely a crafting process, as any necessary alchemy occured when the special material was crafted. The specifc type of Craft skill required depends on the item being adorned and the DC is always 20.

The crafting cost is always the base price of 1,000 gp plus an additional 1,000 gp for every existing adornment.

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Getting From Here To There

There are many ways to get between two points in Heva, and even some ways of leaving the Dominion entirely if that's your thing.

Caravans

Perhaps the simplest way to get around is by travelling on Heva's network of trade routes. The largest and most important of these are the ones that connect the military outposts of Fort Gap, Fort Drake, Fort Sand and Fort Ice with the Seven Suitors. These roads are paved, well maintained and patrolled fairly frequently by the Queen's legions.

The lesser routes are still well marked, if generally worse for wear, but patrols by the Queen's legions are infrequent or non-existant and these roads are subsequently more dangerous.

Whether by the greater or lesser roads, most travel and trade in Heva is done via caravan. This is partly because the size of a caravan is itself a deterrent to banditry and partly because the members of a caravan can pool funds to hire more mercenaries than they would be able to on their own.

In the larger communities of Heva, would be travellers can often find caravans to travel with at any time they want. In the smaller locales, a traveller may have to wait until a Caravan comes to town. In the smallest hamlets and thorpes, a Caravan may come through only once a year at best.

Most Caravans won't even charge you to travel with them, as long as you can provide your own mount, food and gear and look likely to be able to assist in a fight. When a Caravan feels it necessary to charge for one reason or another, the fee is rarely more than several dozen gold pieces.

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River Travel

Three different sorts of ships sail the Gam Jo river and each can provide an opportunity for transport, depending on the price the passenger is willing to pay and how long they're willing to take to get to their destination. Each of the three types of boats listed below can usually be found in the harbors of the major ports along the Gam Jo.

Small and agile oar powered Plank Boats dart in and out of the safety of the various ports plunked down on the banks of the Gam Jo. These boats are commonly used as a platform for fishing and to get from one large craft to another and to shore. They can often be hired to take passengers to a nearby channel island and for larger sums of money all the way across.

Like fat and bloated cattle, catamaran like Cargo Barges ferry trade goods from the various ports along the Gam Jo to other destinations on the great river. Cargo Barges are powered entirely by oar drivers, as they are too wide and heavy to get much use from sails. When heading downstream many are content to drift with the current and use the oars only to avoid obstacles. Passage aboard a cargo barge is cheap and efficient as long as you you don't mind how long it takes to get to your destination.

Galleys are the only Hevan class of boats that typically make use of the sail. These sails, though very useful cannot provide propulsion when heading into the wind, so they also need oars. If expense is no issue, or you desire speed or the ability to travel long distances over water without a specific destination in mind , hiring a Galley is what you want to do.

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Sea Travel

Travel by galley along the coastline can be fast or frustrating, depending on the time of year and which direction you want to go.

During spring and summer, northerly travel along the Golden Coast is assisted by the prevailing winds from the southeast, those these winds can often bring great storms with them as well.

During fall and winter, the prevailing winds favor trade heading south and storms during this time are few and far between.

Most traders time their travels to take advantage of the prevailing winds. Travel or cargo that must go in a direction counter to the winds generally goes by land, though galley travel can be obtained at a premium.

The prevailing winds never favor direct boat travel between Ulverness and Heva. Even if favorable winds existed, crossing the enormous expanse of open water between them with only the stars for navigation would make this task one that only a very experienced pilot would attempt. Travel between these two lands does occur but it is generally assisted with magic and therefore quite expensive.

Travel by boat around the Southern Horn of the Frost Reaches can be quite dangerous, but no more technically difficult than sailing between Melanthetis and Antionium. However, it's generally a two year round trip and those wanting access to the Mu'ish trademasters at Fort Sand have heavily favored the Solar Route since its completion.

In theory, passage to Mu can be acquired by speaking with the trademasters at Fort Sand. This is more difficult than it sounds, as the trademasters are looking at you as something akin to a new crew member and often require more than a sack heavy with gold in return. Folk that travel to Mu (an Muish that travel to Heva for that matter) often stay for a very long time and in many cases never return home at all.

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Air Travel

Hahahahahaha!! I said this was a pseudo-Bronze Age setting right? T'would be tough to preserve that feel if you could jet between Melanthetis and Antionium in a couple of hours, no?

Firstly, air ships are not something that the Hevan folk can really even concieve of, much less manufacture.

Secondly, magical effects that allow flight exist but they're all mid-term temporary Dweomers.

If you really want to fly, your best bet is either to shift your form into something that can fly or domesticate a creature capable of carrying you on it's back. That being said, most creatures capable of doing this with normal sized Kin are rare, stupid and very mean.

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Interdimensional Travel

As with flight, easily teleporting or plane hopping from one location in Heva to another is not something that anyone does on a regular basis.

In general, there are no fixed dweomer items capable of doing this and any temporary dweomer effects are of a higher level and greater cost than described in the PHB, if they exist at all.

Travelling to another plane entirely is not that difficult and generally only requires that you simply find a place where the plane you're on and the plane you wish to travel to are close and then performing the proper ritual to open up a rift between the two.

It is particularly easy for people to travel to the Shadowfell, the Feywild, the Elemental Chaos and the Underdark. Hevan folklore is littered with stories of people who quite unintentionally stumbled into these other realms.

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Spellcasting Services

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Religious Faith

Hevan religious faith is handled quite differently than in your standard Dungeons & Dragons setting. No longer are the gods discrete and corporeal entities that reside in distant and unfathomable planes of existence, granting spells to their most devout worshipers and occasionally sending servents and avatars to the mortal realm when necessity dictates.

In Heva, the gods are at once close at hand and more distant.

The Great Spirits

Hevans as a whole venerate a small number of beings collectively referred to as the Great Spirits.

Each Great Spirit is surrounded by an extensive body of mythology and folklore, with each snippet of lore attempting to shed light on why a particular aspect of existence has the properties it does.

While there may be specific methods of veneration that are considered correct for a particular Great Spirit, none of them have what could properly described as a church in the manner of a Daeva.

A large part of this is simply because the Great Spirits are not seen as directly intervening in the flow of the River of Time on behalf of their worshippers in the manner that Daevas do on a daily basis.

This is not to say that people believe the Great Spirits do not alter the course of the River of Time at the request of a devout individual. It is simply that the manner in which they change its course when they choose to do so is unfathomable by mortal minds.

Examples of these sorts of beings include but are not limited to:

  • Great Mother: Generally depicted as a robustly beautiful and fertile woman of indeterminate age and race. Generally described as having created the world in conjunction with Great Father. Considered to be the Great Spirit you should venerate when dealing with matters involving the conception of children, the fertility of crops and livestock and when harvesting natural resources.

  • Great Father: Generally depicted as a rough, strong and very, shall we say, male figure of usually middle age and indeterminate race. Described in most folklore as having agreed to help create the world in an attempt to romantically win Great Mother's affection. This is the Great Spirit that should be venerated when dealing with the weather, entering into bargains and agreements and matters of love, family and honor.

  • Wandering Son: Usually thought of as the unexpected product of a bout of passionate and drunken lovemaking that occurred while Great Father and Great Mother celebrated after completing the world. Typically thought of as a young and mischievously attractive male of indeterminate race. This Great Spirit is thought to embody the modification of the World in ways unforeseen by the Great Mother and Great Father that do not pervert but instead enhance its essence. Often described as frequently clashing with Great Mother and to a lesser extent the more tolerant Great Father. Veneration of the Wandering Son is said to be most useful when embarking on exploration of the unknown, when you seek improbably good fortune, to escape a seemingly inescapable fate and when you intend to create great intellectual works.

  • The Ferryman: The embodiment of the orderly flow of the River of Time, from its source at the construction of the World to its final fate when it merges with the All Encompassing Ocean at the end of time. Usually depicted as a thin, stooped and heavily robed figure standing in a simple boat, leaning on an unadorned staff and holding up a lit lantern in the other. The Ferryman is thought to protect the natural balance of cause and effect from the perversions of the Destroyer and is said to be the Great Spirit that imparts the knowledge of a creature's Natural Imperative at the moment of it's conception. This is the Great Spirit that should be venerated when you seek understanding, are afraid that cause and effect might be perverted and before you act to address such perversion.

  • Harbinger: Harbinger is said to be the handmaiden of The Ferryman, even though she is never depicted as having a Kin-like form. Rather, this Great Spirit is depicted in whatever form the Omen she provides takes. It is believed that The Ferryman sends Harbinger to warn the Kin of great perversions in the flow of the River of Time on the part of the Destroyer. Venerated most often by oracles and those who seek insight into future events. Many folktales that involve the Harbinger attempt to reinforce that oracles walk a very fine line between knowing and disturbing the course of the River of Time.

  • Destroyer: She exists only to subvert the proper course of the River of Time and if not sufficiently opposed by all of creation will result in it never merging with the All Encompassing Ocean. Though she is the antithesis of creation, her very existence implies that creation in some unknowable sense requires her in order to itself exist. She is depicted in an endless variety of forms and in fact, artists strive to make each depiction of her different in some way. That being said, the most common depiction found in Heva is some variation on a wildly crazed looking multi-limbed human female, skin tattooed with mystical sigils and hands grasping a blazing cord of flame. Those that venerate the Destroyer typically seek immortality or want to sever their connection with the Natural Imperative, to shift a horrible but just fate onto the shoulders of an innocent or want to increase their ability and proficiency with the magical arts.

  • Ghost Lord: The Great Spirit known as Ghost Lord is usually depicted as an incorporeal and eyeless, but otherwise healthy and robust male of indeterminate race. Clothed in finery and bearing implements of power and nobility, he is said to represent the natural force that separates, guides and ultimately collects the spirit of every living creature after its death. He is venerated by those who are close to death, by their loved ones after death, by those who seek to honor an ancestor in order to prevent ill fortune and by those who seek to return the dead to life.

Generally, the philosophy that accounts for why veneration of these beings is right and proper is that the spiritual benefit these distant entities provide is the very existence and orderly function of the world itself.

There are no official organizations that claim to represent these beings, though there are special locations and shrines where prayer and offerings are said to be more likely to be heard and acted upon. In some cases, monastic orders devoted to veneration of one of these mystical figures develop around these places. It is also generally believed that druids, shamans and other practitioners of the mystical arts that do not get their abilities from extensive study, spiritual compacts or intense introspection and self-control get them from these beings.

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Daevas : The Little Gods

These entities, utterly powerless in their own right but capable of granting wide ranging supernatural abilities to their worshippers, are an integral part of Hevan life. Without them, the depredations of the Orc-Kin would have reduced the entire continent to a savage and blood stained wasteland.

Daevas' sole purpose seem to be the formation of binding agreements that grant Kin specific supernatural abilities in exchange for the Kin's worship and performance of specific tasks. In many respects a Compact resembles the infernal pact that can be made between certain creatures from other Realms and Kin. The main difference being that a Compact is a good faith agreement between two parties and there is no subtle agenda of corruption.

The breadth and complexity of religious organizations that can be formed from Compacts can run the gamut from big to small and simple to byzantine. Ultimately, it depends on the terms of the Compact and the purpose behind why it was formed in the first place. Examples of the sorts of organizations possible include:

  • An enormous continent spanning church like the Dominion of the Onyx Queen or the Temple of the Five-Fold Solar Aspects that has worshipers that number in the millions and priests that number in the thousands.
  • A secretive mystical order of several hundred widely scattered priests that focuses on the collection of secrets and the unraveling of mysteries.
  • A religious order with very few priests that's tied to a single isolated community and organized around the worship of a great golden bull. In times of dire need the bull can be called on to protect the community from outside threats as long as it is regularly provided with the proper sacrifices.
  • A small cult organized around a few priests that promise that the Daeva they worship will provide them with the means to acquire wealth and power if they perform a set of very specific tasks.
  • A single Kin Compacted to a Daeva that is his constant companion and directed by it to wander the world, battle evil, dispense justice, performs quests and pilgrimages and is promised that he will achieve enlightenment in return.
  • An insane woman stalking the land around an insolated crossroads who kidnaps, tortures, kills and then eats unfortunate travelers that cross her path because a disembodied voice that claims to be her friend tells her to do so.

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On The Nature of Daevas

If you were to ask a Daeva what exactly it is, its first answer would be something along the lines of "I Am." If you persisted in asking and it felt like indulging your curiosity, it might expound on this by revealing the world shattering secret that it's a mere reflection of the power of the Great Spirits. If any Kin has gotten more than this out of a Daeva on what they are, they have not shared that knowledge.

Little may be known on what a Daeva is, but other facets of its nature are much easier to elucidate. Daeva's cannot affect the Material World in any lasting way. When not under the auspices of a Compact they can haltingly communicate with Kin through a telepathic whisper. This is how they manage to find Kin to enter into a Compact with.

Their vast knowledge indicates an extensive memory and an ability to divine the true nature of things beyond the mortal ken. When first contacting a Kin about making a Compact they often display an impressive level of detail about the Kin's thoughts and deeds. They make it clear that the Kin has been chosen because the Daeva believes a Compact between them would be fruitful. How they come by this information is a mystery.

When under Compact, through their idols they can create illusions and phantasms in the immediate area. That is the full extent of the height of their power. Through their worshippers however, they can affect great and long-standing deeds. Their ability to grant their worshippers powers are limited only by the words of the Compact. That being said, a Daeva is not going to give away the farm, so to speak. Great power will come at a commensurate price, though it's in the Daeva's interests to make sure the bargain is fair. Unhappy worshippers tend not to stick around.

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Even Daevas Have Agendas

It is an unquestionable truth that all Daevas posses an agenda. That being said, Daevas are also bodiless, immortal beings that cannot directly interact with corporeal existence. Thus, the agenda of a Daeva is not that same as that of your typical Kin. What motivates a Daeva and spurs its time-spanning intellect into action is raw passion. These Passions can be loosely organized into a number of different categories.

An Agenda of Action

One category of agendas relates to behaviors that a Daeva would like to see reflected more strongly in all Kin. Whatever this behavior is, a Daeva will always exhort its worshippers to engage in activities that will cause more Kin to do it. Examples of these sorts of agendas are:

  • A Daeva that wants its worshippers to practice and extol the virtues of total pacifism.
  • A Daeva that wants its worshippers to know as much as possible and always seek out new knowledge.
  • A Daeva that wants its worshippers to be extremely legalistic and encourage this behavior in non-worshippers.
  • A Daeva that wants its worshippers to promote the idea that might make right by practicing this in everyday life.

An Agenda of Experience

Another category of agendas relates to experiences that the Daeva itself wants to experience through embodiment within one of its worshippers. Embodiment is dangerous to the host and can significantly diminish the Daeva's ability to make good on the terms of the Compact. As a result, it is usually reserved for special festivals and ritual periods defined in the Compact. Examples of these sorts of agendas are:

  • A Daeva that embodies inside its high priest once a year for a night of orgiastic copulation.
  • A Daeva that embodies inside its most skilled warrior and then experiences the thrill of battle while that worshipper fights to the death against terrible beasts.
  • A Daeva that likes to embody within Kin that are then ritually killed so that it can feel what Death is like.

An Agenda of Construction

The third and final category of agendas that Daevas can posses are those related to the construction of permanent objects and the development of ideas. Some Daevas are simply obsessed with building temples of a certain form or specific types of works of art and push its worshippers to build or create these things. Other Daevas want to see their worshippers investigate a specific aspect of nature as much as possible. Examples of these sorts of agendas are:

  • A Daeva that demands that each and every one of its idols be housed in a temple that is a perfect copy of the temple its primary idol is in.
  • A Daeva that expects all of its worshippers to craft a specific number of cast bronze statues each year, with the statues then buried in specific locations throughout Heva.
  • A Daeva that wants its worshippers to manufacture garments of a specific type and to try to get non-worshippers to wear them.

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Forming a Daevic Compact

Forming a Compact is a lengthy and convoluted process and should not be undertaken by those that are not serious about it. At its most basic, forming a Compact has the following general steps:

  • The Daeva establishes contact with the Kin and establishes a rapport.
  • The Kin crafts a temporary idol for the Daeva to inhabit.
  • The Kin performs the ritual that allows the Daeva to inhabit the temporary idol.
  • The Kin and Daeva discuss what each hopes to gain from the Compact.
  • The Kin crafts what will become the Daeva's Primary Idol if the Compact ends up being formalized.
  • The Kin performs the ritual that allows the Daeva to inhabit the primary idol.
  • The Compact is negotiated and its terms are mystically inscribed into the idol itself.
  • The Kin performs the ritual that formalizes the Compact, sealing the Daeva into the idol until the Compact ends or the idol is destroyed.

The Daeva is quite capable of and willing to instruct the Kin on how to perform each step of the process described above, so a lack of knowledge is never a barrier to forming a Compact.

Crafting the Idols

Crafting the temporary and primary idols are simply a matter of creating an object that meets the specifications of the Daeva. Each Daeva has a unique style of idol, and a Daeva that has been in multiple Compacts over time can actually be traced by virtue of its idol's characteristics. Some idols are ornate and others are simple, but a Daeva is patient and always willing to wait as long as it takes.

The Rituals

The ritual that allows the Daeva to inhabit the temporary and primary idols and bind the Daeva to the primary idol are similar in many respects. Each requires the construction of a complex mystical diagram from arcane and alchemical components and that the idol be placed at its exact center. There are usually one or more places for participating Kin to sit, as all parties subject to the initial Compact must be present while it is being formed. Like the form of the idol, the specific diagram drawn is unique to the Daeva and fairly unchanging over time.

Getting To Know Each Other

During the part of the process that involves the Daeva and Kin finding out more about what each wants, they will discuss matters related to the Daeva's agenda and the Role that the Kin want the Daeva to take on. The mystical diagram compels all participants to be utterly honest in all answers to questions asked, though it does not compel them to answer. In rare cases, a Kin or Daeva may try to be deceptive about their motives but the resulting Compacts rarely last for any length of time.

Negotiation Of Terms

The formation of the terms of the Compact is the most critical part of the entire process. No Daeva is willing to give vast amounts of power for little in return, but they also want their worshippers to be happy with the arrangement. Fundamentally, the terms of the Compact are guided by the Kin and those that are adept at diplomacy and negotiation are likely to get far more out of the Daeva than those that are not.

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Typical Terms

The terms of a Compact between Daeva and Kin can be quite complex and cover a variety of topics, but most of them boil down to a fairly standard set of issues.

Types of Compacts

A Compact can be between one or more Daevas and one or more Kin. The various combinations of these have specific names, but like most other formal names rarely used in everyday conversation.

  • Solitary - A Compact between multiple Kin and a single Daeva. The pacifist order known as the Urites are an example of this sort of Compact.
  • Unitary - A Compact between multiple Kin and multiple Daeva's that are represented by a single Icon. The Dominion of the Onyx Queen is an example of this sort of Compact.
  • Pantheon - A Compact between multiple Kin and multiple Daeva's, with the Daeva's represented by multiple Icons. The Church of the Five-Fold Solar Aspects is an example of this sort of Compact.
  • Singular - A Compact between one or more Daeva's and a single Kin. The individual Compacts of the Knights of Pala Din were of this type.

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Daevic Icons

A Daeva's name and appearance are described in detail in the terms of the Compact. These creatures can be quite vain and will often demand that they be represented by impossibly complicated and strikingly beautiful iconography. A Daeva's Icon can be anything desired, but it is generally something that can be sculpted or drawn.

The name ascribed to the Daeva is not the Daeva's actual name. A Daeva's true-name is a secret guarded closely by all Daeva's. The only well-known true-name is that of Enoch, the Daeva behind what is called the "Enochian Heresy."

The number of Icons described in a Compact does not have to equal the number of Daevas that are party to it. There must be one Icon at a minimum and there cannot be more Icons than there are Daevas. The general rule of thumb is that there is one Icon for each Role described in the Compact.

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The Roles A Daeva Must Play

Once the Daeva's that are party to the Compact and their Icons have been established, a Compact's next task is to delineate which Roles will be played by which Daeva. At its most simple a Role broadly describes what sort of supernatural assistance worshippers expect to receive from the Daevas in the Compact.

In addition to the specific Role, the Compact will also contain a more detailed description of what fulfillment of that Role means. Most Compacts tightly proscribe what fulfillment of the Role means, as it is this proscription that enables a Daeva to grant powers beyond simply anointing Priests. The more tightly proscribed the Role the greater the powers possible.

There are five possible Roles:

  • Crusader - A Daeva bound by Compact to fill this Role is expected to grant its followers supernatural abilities that will aid them in acts of violence against others. The further proscriptions on the Daeva's Role will often include terms that describe the targets of the Cult's violence, how the violence will be enacted, why the violence is being enacted, the various strategies employed and the degree to which the Daeva will provide strategic advice.

    An example of a Daeva with this sort of Role is the Crusader aspect of the Temple of the Five-Fold Solar Aspects, who provides his followers with powers and advice on turning back the tide of Aberrations across the face of Heva.

  • Protector - A Daeva bound by Compact to fill this Role is expected to grant its followers supernatural abilities that will aid them in avoiding conflict and defending themselves from those that seek to harm them. The further proscriptions on this sort of Role will generally involve what specific effects the followers are to be protected and what sort of advice and guidance the Daeva will provide on how to generally avoid them.

    An example of a Daeva with this sort of Role is Uriatetes, the Daeva of the religious order known as the Urites that practices an extreme form of pacifism.

  • Enabler - A Daeva bound by Compact to fill this Role is expected to grant its followers a variety of powers that help them to participate more fully in a particular activity. This could be crafting of a specific type of item, a particular profession or taking part in specific events.

    An example of a Daeva under Compact to perform this Role is Kurtalmort, the Daeva that fulfills the Enabler roll with an emphasis on tragedy in the bizarre but popular Cult of the Dramatis Personae.

  • Seeker - A Daeva bound by Compact to fill this Role is expected to grant its followers powers that enable them to find specific things. This can mean looking for specific items or secret knowledge.

    An example of a Daeva under Compact to perform this Role is Kaddek, the Daeva that fulfills the Seeker roll and allows members of the Holy Guild of Water Seekers to advise patrons on where best to sink wells and look for water.

  • Manipulator - A Daeva bound by Compact to fill this Role is expected to assist its followers by granting them powers that allow them to deceive and manipulate Kin without their knowledge. This Role is usually specified in a Compact when a group of Kin seeks to wield power disproportionate to their size or to hide from those looking for them.

    An example of a Daeva under Compact to perform this Role is the unknown Daeva that presumably grants the mysterious Order of Shadow Weavers the supernatural powers they are rumored to have.

  • Destroyer - A Daeva bound by Compact to fill this Role is expected to grant its followers supernatural abilities that will assist them in wreaking havoc and destruction on others. Kin that want a Daeva to play this Role are either deranged, sadistic, out for revenge or looking to wage a campaign of terror to attain their goals. Few Daevas are willing to take on this role, as the resulting Compacts tend to be short lived and make attracting Kin for future Compacts more difficult.

    An example of a Daeva that was under Compact to fill this role is that of the now defunct and heretical Cult of Suffering Remembered. This was a racial cult formed by Dwarves angry with the Dominion's granting of a racial homeland to the Elves and their own Daeva's lack of interest in demanding that Hevan Dwarves take up arms to punish Elves for their ancient atrocities against their people.

For a Compact to be successful in the long term, the Daeva's Agenda and Role must not be at odds in any significant way. Those that are tend to fail fairly quickly because the Agenda related demands of the Daeva conflict with the Role that Compact demands the Daeva play.

A spectacular example of this is the mismatch in Agenda and Roles is that of the original High Holy Order of the Sun, the spiritual predecessor of the Temple of the Five-Fold Solar Aspects. The mismatch between Agenda and Role in the original Compact that defined this Pantheon eventually led to a massive schism of the church into a number of competing and very angry factions and brought the Dominion itself to the brink of Civil War.

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The Religious Organization

After a Daeva's Role has been defined, the next step in defining the terms of the Compact is usually to describe what the organization itself will look like. This generally involves the following items:

  • The name of the Cult or Church.
  • A description of the hierarchical structure that organizes the worshippers into different categories. The three major distinctions are usually Priest, Acolyte and Devotee with the Priests having the most impressive powers and the Devotees the least. In many of the more complex Churches, each layer is divided into a number of sub-layers with very specific differences between each.
  • Rules that define how and why a worshipper can be raised or lowered from one level in the hierarchy to another.
  • Restrictions and rituals related to adding new worshippers and forcibly removing worshippers.
  • Rituals related to formally leaving the Cult or Church if the worshipper desires.
  • Restrictions and rituals related to changing or nullifying the Compact.
  • Whether or not a worshipper can be a party to the Compact and other Compacts simultaneously.

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A Mutually Beneficial Agreement

Once the organization itself has been defined in the terms of the Compact, the last items to be covered are those related to what benefits each party will receive from participation in it.

What The Daeva Must Do

The majority of terms in a Compact that relate to what benefits the Kin receive involve the various powers the Daeva can grant them. This includes things such as:

  • Minor supernatural benefits granted to all worshippers that generally involve blanket protection from specific effects or greater luck in specific situations.
  • Lesser powers that all worshippers can be invoke by performing the correct ceremonial ritual within sight of the Daeva's idol.
  • Special powers granted to particularly devout worshippers. Mechanically, these are usually represented by feats or spell like abilities.
  • The suite of powers granted to Priests of the Daeva. Mechanically, the Cleric class or some other more appropriate class could represent this.
  • The enhancement in power a Priest, Acolyte or worshipper experiences when within sight of the Daeva's idols.
  • A meth