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  Oldskull Game 
  Expansions: 
  Book I 
  Character Creation 
   
  A Basic / Expert / Advanced 
  Compatible Supplement 
  For Classic Fantasy Role-Playing Games 
   
  V1.0 
   
  Created By 
  Kent David Kelly 
   
  With Inspiration From 
  David Lance Arneson and E. Gary Gygax 
  & 
  David Cook, Lord Dunsany, John Eric 
  Holmes, Rob Kuntz, H. P. Lovecraft, Tom 
  Moldvay, David A. Trampier, James Ward 
   
  Cover Art By 
  Herbert Draper 
   
  Interior Illustrations By 
  Dave Allsop (Ironhead Arts), Nils Asplund, 
  Jack Badashki (Necrobyss), John D. Batten, 
  John Bauer, Joe J. Calkins (Cerberus 
  Illustration), Luigi Castellani, Harry Clarke, 
  John Collier, Walter Crane, Gustave Dore, 
  Albrecht Durer, Eleanor Fortescue-Bricksdale, 
  Felipe Gaona (Fat Goblin Games), Mary 
  Hallock Foote, Rick Hershey (Fat Goblin 
  Games), Forrest Imel, David Lewis Johnson, 
  Theodor Kittelsen, Joyce Maureira, William 
  McAusland (Outland Arts), Bradley K. 
  McDevitt (Postmortem Studios), Arthur 
  Rackham, Sade, Sidney Sime, Antoon Van 
  Welie, Ekaterinya Vladinakova, 
  Et Alii 
   
  Some Art By 
  Jack Badashki 
  Some Artwork By 
  Joe J. Calkins, 
  Cerberus Illustration, cereberusart.com 
   
  Some Artwork Copyright 
  William McAusland, 
  Used With Permission 
   
  Publisher’s Choice Quality Stock Art 
  © Rick Hershey / Fat Goblin Games 
   
  Wonderland Imprints © 2020 
  Only the Finest Works of Fantasy 
   
  OSR 
  The Old School Renaissance 
  New Innovations, Classic Games 
   
   
   
   
  
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  Table of Contents 
   
  Pg. 1 ~ Cover 
  Pg. 2 ~ Title 
  Pg. 5 ~ Table of Contents 
  Pg. 6 ~ Chapter I: Description 
  Pg. 7 ~ Chapter II: Ability Score Rolling 
  Methods 
  Pg. 10 ~ Chapter III: Ensured Exceptional 
  Ability Scores 
  Pg. 11 ~ Chapter IV: Clarified Movement 
  Rates by Race and Circumstance 
  Pg. 13 ~ Chapter V: Clarifying Starting Totals 
  for Hit Points 
  Pg. 15 ~ Chapter VI: Understanding 
  Alignment 
  Pg. 24 ~ Chapter VII: Alignment Incarnate: 
  Deities by Mythos 
  Pg. 44 ~ Chapter VIII: The Dream-Sendings: 
  Understanding Deific Alignment Languages 
  Pg. 48 ~ Chapter IX: Clearer Determination of 
  Known Languages 
  Pg. 53 ~ Chapter X: Starting Gold Determined 
  by Alignment, Race, and Character Class 
  Pg. 55 ~ Chapter XI: First and Given Names 
  for Characters 
  Pg. 65 ~ Chapter XII: Memorable Epithets for 
  Characters 
  Pg. 72 ~ Chapter XIII: Adventurer Skills and 
  Trades 
  Pg. 76 ~ Chapter XIV: Social Standing for 
  Beginning Player Characters 
  Pg. 80 ~ Chapter XV: Coats of Arms and 
  Blazons 
  Pg. 84 ~ Chapter XVI: Basic Character 
  Backgrounds 
  Pg. 86 ~ Chapter XVII: Demeanor and 
  Personality Traits 
  Pg. 91 ~ Chapter XVIII: Personal Likes and 
  Dislikes 
  Pg. 94 ~ Chapter XIX: Ability Score 
  Descriptors 
  Pg. 102 ~ Chapter XX: Basic Aspects of 
  Physical Appearance 
  Pg. 108 ~ Chapter XXI: Character Height 
  Determination 
  Pg. 112 ~ Chapter XXII: Adventurer Weight 
  Calculation 
  Pg. 116 ~ Chapter XXIII: Entertaining Names 
  for Adventuring Fellowships and Mercenary 
  Companies 
  Pg. 120 ~ About the Author 
  Pg. 121 ~ Other Helpful Play Aids in the 
  Castle Oldskull Supplement Series 
  Pg. 123 ~ Legal 
  Pg. 128 ~ Back Cover 
   
  
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  Chapter I: 
  Description 
   
  Wonderland Imprints is proud to present the 
  Oldskull Game Expansion series, providing 
  exciting and inspirational materials for players 
  and Game Masters who prefer to play the 
  Original (OSR), First Edition (1E), and Second 
  Edition (2E) versions of the world’s greatest 
  role-playing 
  game. 
  If 
  you’re 
  looking 
  for 
  universal and directly compatible old school 
  materials to bridge the original game editions 
  created by Arneson and Gygax (1974-1985), 
  Holmes (1977), Moldvay and Cook (1981), 
  Mentzer (1983-1986), and other luminaries of 
  TSR (1974-1989), you’ve come to the right 
  place. Players of Fifth Edition will also discover 
  much of resourceful interest here, because 
  these historically-informed systems are rules-
  light and concept-heavy, ready for quick 
  conversion to the ruleset of your choice. 
  This unique modular compendium of optional 
  rules, elaborations, and clarifications will give 
  you the tools to bridge the Basic, Expert, and 
  Advanced game series with codified and 
  interrelated structures, each designed to 
  inspire you and to enhance any Player 
  Character you’d ever like to create. 
  Herein you’ll find nearly 120 easy-to-use 
  tables, each designed to add creative options, 
  inspirations, exciting new ideas, and ease-of-
  play aids without adding significant amounts of 
  in-game complexity. And best of all, the rules 
  and 
  systems 
  provided 
  throughout 
  this 
  supplement are fully optional, interfacing 
  directly into the existing old school Basic / 
  Expert system as pieces to a larger puzzle. 
  Choose all of the pieces you want to use in the 
  here and now, and set the rest aside for a later 
  time. 
  Topics 
  covered 
  in 
  this 
  volume 
  include: 
  character races and movement rates, ability 
  score rolling methods, exceptional ability 
  scores, starting gold, social standing, cultures, 
  names, epithets, skills, backgrounds, physical 
  appearance, 
  height, 
  weight, 
  demeanor, 
  personality traits, likes, dislikes, coats of arms, 
  blazons, ability score descriptors, starting hit 
  points, 
  alignments, 
  deities, 
  alignment 
  languages, monstrous languages, and classic 
  names for adventuring fellowships. 
  I hope you enjoy this celebration of the old 
  school TSR tradition. Be sure to watch for 
  future volumes in this series which will detail 
  character classes, races, equipment, domains, 
  spells, monsters, treasures, and more. Another 
  fine gaming supplement from Kent David Kelly 
  and Wonderland Imprints, Only the Finest 
  Works of Fantasy. (128 pages, 37,400 words.) 
  Requires Old-School Essentials Core Rules. 
   
   
  
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  Chapter II: 
  Ability Score 
  Rolling Methods 
  (Optional rule, supplementary to pg. 14) 
   
   
  It should be noted that in Gary Gygax’s original 
  Lake Geneva role-playing campaign, players 
  were encouraged to use alternate ability score 
  rolling methods to increase the chances of 
  generating a character who might survive an 
  unlucky die roll or two … hopefully long enough 
  to attain experience level 2. Survival of course 
  is never ensured, but these official Advanced 
  ability score rolling methods could certainly be 
  considered by the Game Master in the interests 
  of long-term play. 
  The methods of rolling ability scores are as 
  follows: 
   
  TABLE 1.A 
  The Grognard’s Requiem 
  (Method Zero) 
  Process 
  The player rolls three six-sided dice, in 
  order, for each of the six ability scores: 
  Strength (STR), Intelligence (INT), Wisdom 
  (WIS), Dexterity (DEX), Constitution (CON), 
  and Charisma (CHA). The three die results 
  are summed to generate each ability score. 
  Once all six ability scores have been 
  generated, they are not rearranged. 
  Difficulty Level: Hardest / Master 
  Average Generated Ability Score: 10.5 
  Odds of Rolling an 18, per Ability Score: 
  0.46% per roll. The probability of rolling at 
  least one 18 out of six abilities is 2.97%. 
   
  TABLE 1.B 
  The Lake Geneva “Old Reliable” 
  (Method One) 
  Process 
  The player rolls four six-sided dice. The 
  lowest roll is discarded. For example, if the 
  player rolls a 2, 4, 5, and 6, the 2 is 
  discarded. The sum of the remaining rolls 
  (in this example, 4+5+6 = 15) is used as the 
  ability score. 
  Once six scores have been generated, the 
  player assigns one of the six sums to one of 
  the abilities (STR, INT, WIS, DEX, CON, 
  CHA) as desired, until all six sums have 
  been allotted. 
  Difficulty Level: Average / Advanced 
  Average Generated Ability Score: 12.2 
  Odds of Rolling an 18, per Ability Score: 
  1.62% per roll. The probability of rolling at 
  least one 18 out of six abilities is 9.34%. 
   
  
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  TABLE 1.C 
  The Superior Art of Natural Selection 
  (Method Two) 
  Process 
  The player rolls three six-sided dice to 
  create a sum between 3 and 18, twelve 
  times. The six highest sums are retained; 
  the six lowest sums are discarded. 
  The player then assigns the six remaining 
  high sums to the abilities (STR, INT, WIS, 
  DEX, CON, CHA) as desired, until all six 
  sums have been allotted. 
  Difficulty Level: Average / Advanced 
  Average Generated Ability Score: 12.7 
  Odds of Rolling an 18, per Ability Score: 
  0.91% per roll. The probability of rolling at 
  least one 18 out of six abilities is 5.39%. 
   
  TABLE 1.D 
  The Unforsaken Hero 
  (Method Three) 
  Process 
  The player rolls three six-sided dice to 
  create a sum between 3 and 18, six times. 
  The highest of the six sums is assigned to 
  Strength. 
  This process is then duplicated for each 
  ability in order, rolling six times for 
  Intelligence, six times for Wisdom, and so 
  forth. 
  Once all six ability scores have been 
  generated, they are not rearranged. 
  Difficulty Level: Easy / Basic 
  Average Generated Ability Score: 14.3 
  Odds of Rolling an 18, per Ability Score: 
  2.71%. The probability of rolling at least one 
  18 out of six abilities is 31.88%. 
   
   
  TABLE 1.E 
  The Foremost of the Twelve Arises 
  (Method Four) 
  Process 
  The player creates twelve characters in 
  sequence, each according to Method Zero 
  (3D6 in order, STR, INT, WIS, DEX, CON, 
  CHA) with no scores rearranged. 
  From these twelve characters, the player 
  selects the one set of scores to use, and the 
  other eleven sets are discarded. 
  Once one of the twelve characters has been 
  selected, the ability scores are not 
  rearranged. 
  Difficulty Level: Hard / Expert 
  Average Generated Ability Score: 11.2 
  Odds of Rolling an 18, per Ability Score: 
  0.46% per roll. The odds of rolling at least 
  one 18 out of six abilities is 5.47%. The 
  probability of rolling at least one 18 out of 
  12 characters, however, is 49.1%; just do 
  keep in mind that you might not like the 
  other scores that are associated with that 
  one roll of 18! 
   
  
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  TABLE 1.F 
  The Fated Humanocentricity 
  (Method Five) 
  Process 
  This method can only be used if the player 
  (a) wishes to play a human character, and 
  (b) pre-selects the class that the character 
  will belong to. This method cannot, for 
  example, be used to generate ability scores 
  for dwarves, elves, or halflings. 
  This method underscores Gygax’s personal 
  belief that most games should feature 
  powerful human heroes, with demi-humans 
  serving in potentially lesser henchman, 
  retainer, and support roles. There is nothing 
  preventing players from playing demi-
  human characters (using one of the other 
  ability score generation methods that is not 
  Method Five), but humans in this instance 
  are very clearly favored. 
  As such, you should check in with your 
  Game Master to see if this option is going to 
  be used in his or her campaign. If the GM 
  declares that this method will not be used, 
  you should select another method that your 
  GM regards more favorably. 
  For each ability, the player rolls a number of 
  six-sided dice which varies in accordance 
  with the selected class. The top three rolls 
  for each ability are summed, and the 
  remainder are discarded. For example, if 
  9D6 are rolled, the top three die rolls are 
  used and the lower six are all ignored. 
  The numbers of dice rolled for each ability, 
  by class, are as follows: 
  Cleric: STR 7D6 drop 4 keep 3, INT 4D6 
  drop 1 keep 3, WIS 9D6 drop 6 keep 3, DEX 
  5D6 drop 2 keep 3, CON 8D6 drop 5 keep 3, 
  CHA 4D6 drop 1 keep 3. 
  Fighter: STR 9D6 drop 6 keep 3, INT 3D6, 
  WIS 5D6 drop 2 keep 3, DEX 7D6 drop 4 
  keep 3, CON 8D6 drop 5 keep 3, CHA 5D6 
  drop 2 keep 3. 
  Magic-User: STR 4D6 drop 1 keep 3, INT 
  9D6 drop 6 keep 3, WIS 7D6 drop 4 keep 3, 
  DEX 7D6 drop 4 keep 3, CON 6D6 drop 3 
  keep 3, CHA 4D6 drop 1 keep 3. 
  Thief: STR 6D6 drop 3 keep 3, INT 6D6 
  drop 3 keep 3, WIS 3D6, DEX 9D6 drop 6 
  keep 3, CON 7D6 drop 4 keep 3, CHA 6D6 
  drop 3 keep 3. 
  Difficulty Level: Easiest / Introductory 
  Average Generated Ability Score on 3D6: 
  10.5 
  Average Generated Ability Score on 4D6: 
  12.2 
  Average Generated Ability Score on 5D6: 
  13.4 
  Average Generated Ability Score on 6D6: 
  14.3 
  Average Generated Ability Score on 7D6: 
  14.9 
  Average Generated Ability Score on 8D6: 
  15.4 
  Average Generated Ability Score on 9D6: 
  15.8 
  The odds of rolling an 18 are quite high, but 
  are dependent upon the number D6s being 
  rolled for each ability. 
   
   
  
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  Chapter III: 
  Ensured Exceptional 
  Ability Scores 
  (Optional rule, supplementary to pg. 14) 
   
  In addition to the ability score rolling methods 
  explained in the previous chapter, the 1978 
  Advanced ability score generation rules noted 
  that 
  all 
  Player 
  Characters 
  (not 
  NPCs) 
  necessarily possess a considerable heroic 
  potential over normal NPCs, and therefore they 
  should have at least two ability scores rated at 
  15 or higher in order to enhance their chances 
  of survival at low experience levels. 
  If the Game Master agrees with this precept, 
  and therefore decides to implement this 
  optional rule for level 1 PCs, the guidelines are 
  as follows: 
  ❖ [1] These scores of 15 are applied after 
  the ability score rolls have been made, 
  and also after the scores have been 
  assigned to their abilities (Strength, 
  Intelligence, and so forth). Note that 
  some ability score methods as 
  described prior involve moving the 
  scores around, and some do not. 
  ❖ [2] These scores of 15 are applied before 
  any custom ability score modifiers (-2 
  for +1) are applied by the player.  
  ❖ [3] If the character already has two 
  ability scores that are in the 15 to 18 
  range, no changes are made. 
  ❖ [4] If the character has only one ability 
  score in the 15 to 18 range, the player 
  can then choose any other score to 
  raise to 15. For example, if the player 
  wants to play a fighter and has rolled 
  the scores STR 16, INT 10, WIS 8, DEX 
  11, CON 7, and CHA 12, the player 
  would probably opt to increase either 
  DEX or CON to 15. 
  ❖ [5] If the character has no ability scores 
  in the 15 to 18 range, the player can 
  then choose any two ability scores to 
  raise to 15, as above. 
  ❖ [6] After any scores are raised to 15, the 
  player might then choose to reduce one 
  or both of the scores per the normal -2 
  for +1 rules (if, for example, a character 
  has a high Strength, but would prefer a 
  high Intelligence score instead). 
   
   
  
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  Chapter IV: 
  Clarified Movement Rates 
  by Race and Circumstance 
  (Optional rule, supplementary to pg. 13) 
   
  Unfortunately movement rates in the game are 
  frequently more confusing than they have to be. 
  Fortunately, in 2005, game co-creator Gary 
  Gygax clarified the intended movement rates of 
  characters. These expressed rates have been 
  codified, extended, and listed below for those 
  Game Masters who would like to adhere to the 
  intended values while retaining the paradigms 
  of the Basic game system. 
  As in the standard rules, movement rates are 
  listed here as base rate (encounter rate). 
  Therefore, a 120’ (40’) movement rate means 
  that the character moves up to 120’ (per turn) 
  outside of encounters, and up to 40’ (per round) 
  during encounters. 
   
  Base movement rates are dependent upon the 
  character’s race, with some simplifications 
  made in regards to NPCs, as follows: 
   
  Dwarf Player Characters 
  ❖ The base movement rate of an 
  unencumbered Player Character dwarf 
  is 90’ (30’). 
  ❖ The movement rate of a lightly 
  encumbered PC dwarf is 70’ (20’). 
  ❖ The movement rate of a moderately 
  encumbered PC dwarf is 50’ (15’). 
  ❖ The movement rate of a heavily 
  encumbered PC dwarf is 30’ (10’). 
   
  Dwarf Non-Player Characters 
  ❖ The low 60’ movement rate listed in the 
  1977 bestiary is only for PC dwarves 
  who are armored in typical dwarven 
  fashion (chain mail) and carrying gear. 
  ❖ The base movement rate for an NPC 
  dwarf is 60’ (20’) in chain mail or 50’ 
  (15’) in plate mail, unless the GM 
  dictates special circumstances. 
  ❖ Most NPC dwarves wear chain mail at 
  levels 1-3, or plate mail at levels 4+. 
   
  Elf Player Characters 
  ❖ The base movement rate of an 
  unencumbered Player Character elf is 
  120’ (40’). 
  ❖ The movement rate of a lightly 
  encumbered PC elf is 90’ (30’). 
  ❖ The movement rate of a moderately 
  encumbered PC elf is 60’ (20’). 
  ❖ The movement rate of a heavily 
  encumbered PC elf is 30’ (10’). 
   
  Elf Non-Player Characters 
  ❖ The base movement rate for an NPC elf 
  is 120’ (30’) in no armor or leather 
  armor, 90’ (30’) in chain mail, or 60’ 
  
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  (20’) in plate mail, unless the GM 
  dictates special circumstances. 
  ❖ Most NPC elves wear leather armor at 
  level 1, chain mail at levels 2-4, or 
  chain mail at levels 5+. 
   
  Halfling Player Characters 
  ❖ The base movement rate of an 
  unencumbered Player Character 
  halfling is 90’ (30’). 
  ❖ The movement rate of a lightly 
  encumbered PC halfling is 70’ (20’). 
  ❖ The movement rate of a moderately 
  encumbered PC halfling is 50’ (15’). 
  ❖ The movement rate of a heavily 
  encumbered PC halfling is 30’ (10’). 
   
  Halfling Non-Player Characters 
  ❖ The base movement rate for an NPC 
  halfling is 90’ (30’) in no armor or 
  leather armor, 60’ (30’) in chain mail, or 
  50’ (15’) in plate mail, unless the GM 
  dictates special circumstances. 
  ❖ Most NPC halflings wear leather armor 
  at level 1, chain mail at levels 2-5, or 
  plate mail at levels 6+. 
   
  Human Player Characters 
  ❖ The base movement rate of an 
  unencumbered Player Character 
  human is 120’ (40’). 
  ❖ The movement rate of a lightly 
  encumbered PC human is 90’ (30’). 
  ❖ The movement rate of a moderately 
  encumbered PC human is 60’ (20’). 
  ❖ The movement rate of a heavily 
  encumbered PC human is 30’ (10’). 
   
  Human Non-Player Characters 
  ❖ The base movement rate for an NPC 
  human depends generally on armor 
  and gear, as listed under the various 
  monster descriptions (Berserker, 
  Trader, Veteran, etc.). 
  ❖ NPC clerics wear plate mail (30’) while 
  adventuring or in dangerous 
  circumstances. In temple or urban 
  settings, they typically wear no armor 
  at level 1 or 2, leather armor at levels 3-
  5, or plate mail at levels 6+. 
  ❖ NPC fighters typically wear plate mail, 
  unless an inferior armor type is 
  specified. 
  ❖ NPC magic-users wear no armor. 
  ❖ NPC thieves wear leather armor. 
   
  Movement rates differ between PCs and NPCs 
  for ease of play. NPCs usually do not have their 
  varying encumbrance ratings tracked at a 
  detailed level, while PCs do. Therefore you will 
  note that the movement rates are generalized 
  for NPCs, but are more complex for PCs. GMs 
  who would like to do the extra work of tracking 
  individual NPC encumbrance, however, are free 
  to apply the PC calculations to all characters if 
  desired. 
   
   
  
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  Chapter V: 
  Clarifying Starting Totals 
  for Hit Points 
  (Supplementary to pg. 15) 
   
   
   
  In 1985, Gary Gygax officially clarified the 
  minimum numbers of hit points that Advanced 
  characters can and should possess at the first 
  experience level. These values, adapted for the 
  Basic and Expert rules paradigm for Hit Dice, 
  are listed below. 
  These rules apply to Player Characters, but not 
  to NPCs. Please note that these hit point figures 
  are considered before any modifiers that are 
  applied due to above- or below-average 
  Constitution. Therefore, a magic-user with a 
  Constitution score of 3 (-3 to rolled hit points) 
  would have a minimum of 3 hit points, per the 
  summaries below. This number would then be 
  reduced to zero by the -3 CON modifier, and 
  then increased to 1, because an unwounded 
  character can never have less than 1 hit point 
  at any time. 
   
  Clarified Hit Points for Player Character 
  Clerics 
  ❖ [1] First, roll 1D6. 
  ❖ [2] If the roll is a 5 or a 6, retain the roll. 
  ❖ [3] Otherwise, increase the number of 
  hit points to 5. 
  ❖ [4] Then, apply the CON modifier. 
  ❖ [5] Beginning with experience level 2, the 
  character will gain an additional 1D6 hit 
  points per level attained. 
   
  Clarified Hit Points for Player Character 
  Dwarves 
  ❖ [1] First, roll 1D8. 
  ❖ [2] If the roll is a 6, 7, or 8, retain the 
  roll. 
  ❖ [3] Otherwise, increase the number of 
  hit points to 6. 
  ❖ [4] Then, apply the CON modifier. 
  ❖ [5] Beginning with experience level 2, the 
  character will gain an additional 1D8 hit 
  points per level attained. 
   
  Clarified Hit Points for Player Character 
  Elves 
  ❖ [1] First, roll 1D6. 
  ❖ [2] If the roll is a 5 or a 6, retain the roll. 
  ❖ [3] Otherwise, increase the number of 
  hit points to 5. 
  ❖ [4] Then, apply the CON modifier. 
  
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  ❖ [5] Beginning with experience level 2, the 
  character will gain an additional 1D6 hit 
  points per level attained. 
   
  Clarified Hit Points for Player Character 
  Fighters 
  ❖ [1] First, roll 1D8. 
  ❖ [2] If the roll is a 6, 7, or 8, retain the 
  roll. 
  ❖ [3] Otherwise, increase the number of 
  hit points to 6. 
  ❖ [4] Then, apply the CON modifier. 
  ❖ [5] Beginning with experience level 2, the 
  character will gain an additional 1D8 hit 
  points per level attained. 
   
  Clarified Hit Points for Player Character 
  Halflings 
  ❖ [1] First, roll 1D6. 
  ❖ [2] If the roll is a 5 or a 6, retain the roll. 
  ❖ [3] Otherwise, increase the number of 
  hit points to 5. 
  ❖ [4] Then, apply the CON modifier. 
  ❖ [5] Beginning with experience level 2, the 
  character will gain an additional 1D6 hit 
  points per level attained. 
   
  Clarified Hit Points for Player Character 
  Magic-Users 
  ❖ [1] First, roll 1D4. 
  ❖ [2] If the roll is a 3 or a 4, retain the roll. 
  ❖ [3] Otherwise, increase the number of 
  hit points to 3. 
  ❖ [4] Then, apply the CON modifier. 
  ❖ [5] Increase the character’s hit points to 
  1 if necessary. 
  ❖ [6] Beginning with experience level 2, the 
  character will gain an additional 1D6 hit 
  points per level attained. 
  Clarified Hit Points for Player Character 
  Thieves 
  ❖ [1] Instead of rolling 1D4, assign the 
  thief 4 hit points. 
  ❖ [2] Then, apply the CON modifier. 
  ❖ [3] Beginning with experience level 2, the 
  character will gain an additional 1D4 hit 
  points per level attained. 
   
   
   
   
   
  
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  Chapter VI: 
  Understanding Alignment 
  (Supplementary to pg. 18) 
   
   
   
  Alignment is one of the most difficult and 
  important topics in fantasy role-playing. As 
  such, this chapter is devoted to fully discussing 
  concepts and predicaments that tend to be 
  glossed over in translations of the Basic rules. 
  This section is written so that players, as well 
  as Game Masters, will find it helpful and useful 
  to their play, providing a more coherent 
  understanding of the various characters’ 
  motivations in various circumstances. 
  In the classic Basic-level game, there are three 
  dominant philosophies which rule over the 
  actions of mortal and immortal creatures 
  throughout the Multiverse. An individual’s 
  embrace of one of these philosophies to the 
  exclusion of others is called Alignment. Every 
  character has one alignment, no more and no 
  less. 
  The three fundamental forces which govern the 
  cosmic struggle for eternal dominance are 
  called Chaos, Law, and Neutrality. Creatures 
  who follow these principles with their personal 
  alignment are termed Chaotic, Lawful, or 
  Neutral, as appropriate. 
  As a player, you should choose the alignment 
  that you want your character to adopt; refusing 
  to make a choice is equivalent to embracing the 
  alignment of neutrality. 
  The forces of good and evil exist do in the game 
  world, but this simple and abstract philosophy 
  system – acknowledged law and chaos with 
  only partial regard to the nature of good and 
  evil – allows the Game Master to interpret in-
  game actions without adhering too strongly to 
  a 21st-century moral code. 
  If you want to include literal good and evil in 
  your game, I recommend that you refer to the 
  Advanced 
  rules, 
  where 
  the 
  number 
  of 
  alignments is increased to nine. But in its 
  simplest form, alignment is intended as a rough 
  guideline to creature behavior, using an 
  approach that deliberately sidesteps thorny 
  issues inherent in the modern interpretation of 
  imaginary acts. 
  After all, it really is just a game! 
   
  Chaos and Chaotic Characters 
  (Most aggressive monsters are chaotic.) 
  The philosophy of chaos exemplifies the 
  principles of disorder, destruction, deceit, 
  absolute freedom, randomness, individuality, 
  and a belief that sentient creatures can only be 
  strong when they rely upon themselves and the 
  fulfillment of their own whims, over the 
  concerns of anyone else. Chaotic characters do 
  have friends, but in life-or-death situations 
  
  P a g e  | 16
   
   
  they will think of themselves before they think 
  of saving anyone besides themselves. Chaotic 
  behavior is frequently considered selfish and 
  “evil,” but this is an oversimplification in many 
  circumstances. For example a dark-minded 
  chaotic character might well be a murderer, but 
  a light-minded one would insist upon self-
  liberties while avoiding hurting others if at all 
  possible. In other words, chaos does not always 
  directly translate into evil. 
   
   
   
  Chaotic 
  behavior 
  is 
  wide 
  open 
  to 
  GM 
  interpretation (or player interpretation, for a 
  player with a chaotic PC); but the actions of 
  chaotics 
  are 
  frequently 
  deemed 
  random, 
  selfish, or potentially dangerous from an 
  outside point of view. 
   
  Alignment with chaos is a fine character choice 
  for players who want freedom of action, 
  flexibility in uncertain moral circumstances, 
  and the ability to keep all options wide open 
  when dangerous in-game situations occur. You 
  should be mindful that your character will be 
  disruptive to a degree and disliked by many 
  NPCs, however, if you choose this path. Also, 
  the other players might not trust your PC very 
  much if they know the character is chaotic. 
  Selfish freedom – particularly in group and 
  team situations – comes at a considerable 
  price. 
  Spiritually, chaotic creatures tend to believe in 
  luck, randomness, self-directed destiny, and 
  the “laughter of the gods,” meaning that the 
  immortals cannot be trusted to care about the 
  trivial niceties of mortals and their fates. 
  Many cultists (clerics), mercenary fighters, lone 
  wolves, and thieves are chaotic in nature. 
  Chaotic monsters and other creatures are very 
  common in dangerous and savage places, such 
  as dungeons and wildernesses, where any 
  adherence to an honor code can get you killed 
  … simply because the other creatures around 
  you are ready and willing to take advantage of 
  any weakness. 
   
  TABLE 2.A 
  The Precepts of Chaos 
  Battle is the time for … 
  Cruelty and victory. 
  The force which drives and compels is … 
  Fear. 
  Our goal in life is … 
  To attain power. 
  The greatest form of control is … 
  Randomness and unpredictability. 
  We crave freedom … 
  From consequence. 
  
  P a g e  | 17
   
   
  What brings immortality? 
  Undeath, the path of the undead. 
  What punishment is fitting for one’s 
  enemies? 
  Subjugation, or even torture. 
  What realm do we find the most allies 
  within? 
  The netherworld. 
  In the end which is greater, good or evil? 
  Evil. 
  Who is worthy of worship? 
  The gods and goddesses of Chaos, demons, 
  devils, or the Great Old Ones. 
   
   
   
  Law and Lawful Characters 
  (Many city- and town-dwelling folk are lawful.) 
  The sacred philosophy of law exemplifies order, 
  creation, truth, control, justice, authority, and 
  a belief that civilized individuals grow stronger 
  when they cooperate with one another. It 
  frequently parallels the concept of “good,” but 
  not always. For example, a lawful character will 
  fully believe that a willful criminal – a 
  murderer, arsonist, kidnapper, etc. – should 
  suffer a grave punishment for committing an 
  unjust act, up to and including the penalty of 
  death if that is what balances the severity of the 
  crime. 
  Whether a lawful character will obey an unjust 
  law, by the way, is an open question which 
  every individual PC (and NPC) must answer for 
  himself. Generally speaking, lawful characters 
  will follow unjust laws only if the authorities 
  upholding the laws are already trusted for other 
  reasons. Otherwise, they will see the unjust law 
  as a form of corruption masquerading as 
  purity. 
  Spiritually, lawful creatures tend to believe in 
  the powers of fate, destiny, meaning, prophecy, 
  and divine authority. 
  Alignment with law is a good character choice 
  for those who want to play the roles of heroes, 
  righteous inquisitors, bounty hunters bringing 
  criminals to justice, loyal soldiers, and so forth. 
  Many clerics, dwarves, halflings, soldiers, and 
  “team players” are lawful in nature. Lawful 
  creatures tend to thrive in civilized places, 
  where cooperation and controlled competition 
  are the keys to mutual benefit. However, 
  lawfulness can become a burden out in the 
  wild, or in situations where a person’s code of 
  honor could be deliberately manipulated by the 
  unworthy. 
   
  TABLE 2.B 
  The Precepts of Law 
  Battle is the time for … 
  Mercy, if it is worthy to be given. Otherwise, 
  purification. 
  The force which drives and compels is … 
  Faith. 
  Our goal in life is … 
  To achieve justice. 
  The greatest form of control is … 
  Belief in divinity and destiny. 
  We crave freedom … 
  For the worthy. 
  What brings immortality? 
  Apotheosis to the sacred light. 
  What punishment is fitting for one’s 
  enemies? 
  Imprisonment and righteous punishment. 
  What realm do we find the most allies 
  within? 
  
  P a g e  | 18
   
   
  The kingdoms, and civilization. 
  In the end which is greater, good or evil? 
  Good. 
  Who is worthy of worship? 
  The gods and goddesses of Law. 
   
   
   
  Neutrality and Neutral Characters 
  (Animals, wanderers, merchants, mercenaries, 
  and rural-dwelling peoples are frequently 
  neutral.) 
  The philosophy of neutrality strives to find a 
  balance between the extremes of law and 
  chaos. For a neutral character, everything is 
  about the consideration of circumstances and 
  the long-term aftermath of acts which are 
  otherwise too extreme in any one direction. 
  Neutrality is all about interpreting ever-
  changing circumstances on a case-by-case 
  basis. 
  A neutral character might be a killer in self-
  defense, or when slaying the minions of an evil 
  overlord; but the killing of an innocent person 
  for self-gain would be deemed reprehensible. 
  Similarly, a neutral character would celebrate 
  justice if a criminal was made to pay for his 
  actions without being executed, yet could easily 
  see mitigating circumstances which caused the 
  criminal to act as he did (and which might well 
  invite consideration of mercy). 
  Spiritually, neutral creatures tend to believe in 
  nature, cosmic balance, the elemental powers 
  (beings of primal air, earth, fire, and water), 
  and unknowable immortal judgments beyond 
  the power of mortal comprehension. 
  I actually recommend the neutral alignment for 
  most player characters, for several reasons. 
  Foremost, an ideal party of PCs is an efficient 
  and cooperative team which strives to empower 
  all of its members. The team might include 
  lawful clerics and chaotic thieves who are all 
  working together for a common goal, namely to 
  kill the vile monsters and seize their treasure! 
  The lawful characters would be focused on 
  vanquishing evil, while the chaotic characters 
  would be bent on enriching themselves, and 
  verbal clashes would erupt over the treatment 
  of prisoners, cries for mercy, plundering sacred 
  tombs, and so forth. The presence of diplomatic 
  neutral 
  characters 
  ensures 
  that 
  these 
  arguments between the lawfuls and the 
  chaotics do not commonly end in violence. 
   
   
   
  If you are unsure of your character’s alignment 
  or how your character should act in any 
  situation before the situation actually occurs, I 
  recommend that you consider neutrality. 
  
  P a g e  | 19
   
   
  Many 
  elves, 
  fighters, 
  magic-users, 
  and 
  wanderers are neutral in nature. Neutral 
  inhuman creatures are found everywhere, and 
  especially in small towns, villages, wilderness 
  enclaves, and the borderlands. 
   
  TABLE 2.C 
  The Precepts of Neutrality 
  Battle is the time for … 
  Survival and self-preservation. 
  The force which drives and compels is … 
  Wisdom. 
  Our goal in life is … 
  To ensure balance and equilibrium. 
  The greatest form of control is … 
  Self-understanding and actualization. 
  We crave freedom … 
  Of decision in all things. 
  What brings immortality? 
  One’s own legacy and achievements. 
  What punishment is fitting for one’s 
  enemies? 
  Measured punishments, to fit the misdeed. 
  What realm do we find the most allies 
  within? 
  The wilderness. 
  In the end which is greater, good or evil? 
  Neither. Both are demanded by Eternity, but 
  the Cosmic Balance reigns. 
  Who is worthy of worship? 
  Ancient deities of balance, primordials, 
  nature, and elementals. 
   
   
   
  Alignment in the Game 
  So why is alignment important to the game? It 
  lets the Game Master know what to expect of 
  your character, and it encourages the player to 
  stay “in character” instead of simply doing 
  whatever they want at any time. Many players 
  – realizing that they are only playing a game – 
  will make deliberately evil choices on a regular 
  basis if they believe there is no lasting 
  consequence to doing so. The alignment system 
  implies a world filled with lawful kingdoms, 
  neutral borderlands, and chaotic dungeons 
  and underworlds. In such a world, characters 
  label themselves as belonging to one of the 
  three ethical “tribes” so that the GM can more 
  easily adjudicate surprising or upsetting 
  situations. 
  If you as player decide to play a lawful 
  character because you want the authorities to 
  allow you free passage in their city, and then 
  your PC runs around committing crimes for 
  personal advantage, that is not staying in 
  character! Even if you get away with your 
  crimes, you can expect your GM to punish you 
  (with a lack of gained experience points) if you 
  insist on gaming the system in this way for 
  personal benefit. Conversely, if you choose to 
  play a chaotic character and you become self-
  sacrificing, loyal, trustworthy and allegiant to a 
  liege while swearing oaths of fealty, that’s all 
  very noble … but you are just as out of 
  character as the player with the criminal lawful 
  PC just mentioned. The GM will probably 
  punish your character with an XP loss (“You 
  have abandoned the gods of chaos who 
  watched over you in youth”) while changing his 
  or her alignment to neutral. 
  The alignment system avoids what I term the 
  “murderous saints” dilemma. This means that 
  many players tend to metagame when the 
  alignment system is not in play, to gain 
  advantage for themselves … and to get away 
  with things that they would never try in real 
  life. Without alignment, quite a few players 
  tend to play their characters as murderers, and 
  then avow strict adherence to a faith whenever 
  
  P a g e  | 20
   
   
  they are caught in the act by authorities. Other 
  players tend to play their characters as “the 
  good guys”, until they are denied a substantial 
  treasure or reward … and then they end up 
  slitting the stable boy’s throat and throwing his 
  body in a ditch before enjoying a few rounds of 
  mead at the local tavern. These wild swings in 
  protagonists’ morality give the game a cheap 
  and difficult-to-justify “videogame” feel, which I 
  try to avoid. 
  The alignment system therefore exists to make 
  players commit to a greater sphere of morality. 
  You can certainly play the selfish bad guy, but 
  if you do so you need to declare yourself for 
  “team chaos” early on so that the GM knows 
  what to expect … and what types of NPC 
  reactions to plan for in advance. Since actions 
  have consequences, chaotic behavior can come 
  at a rather grave and serious price in deadly 
  situations when the chips are down. 
  So how does a new player tackle the concept of 
  alignment? The situation can be a bit confusing 
  at first, but it helps if you understand that your 
  Game Master is building an entire imaginary 
  world with the player characters as the 
  protagonists, and to remember that the world 
  is filled with clashing factions, knights, priests, 
  monsters, and fallen gods who are all vying 
  against one another in a vast eternal conflict. 
  The GM’s job becomes easier when he knows 
  that lawful PCs will be readily accepted by 
  strangers in cities, neutral PCs will be regarded 
  with suspicion (but they will have the flexibility 
  to negotiate with chaotic foes), and chaotic PCs 
  will be deemed untrustworthy in most serious 
  circumstances. Alignment is a shorthand 
  codification that allows the GM to outline 
  potential actions and responses throughout the 
  game world while the players perform random 
  actions and take unpredictable paths. 
  If you are asking yourself “Why would I want 
  my character to have an alignment? What’s in 
  it for me?” then the better question might be, 
  “What alignment should I choose to make the 
  game easier for the Game Master?” Because if 
  you don’t really care about the potential 
  repercussions of negative acts, it stands to 
  reason that you might actually be one of those 
  players who the GM needs to keep a closer eye 
  on! (Don’t feel bad if you love playing chaotics, 
  though … those were my favorite PCs to play 
  early on in the game, and even now from time 
  to time.) 
  For the Basic-level player, alignment is a useful 
  form of shorthand which implies a character’s 
  personality. If you wish to keep your PC’s 
  alignment secret from the other players, you 
  can do so; but you must always inform your 
  GM of your character’s true leanings. 
  Whether alignment is convenient to you 
  personally, of course, is really a matter of taste 
  and play style. Some players enjoy mapping out 
  a 
  PC’s 
  detailed 
  background, 
  behavior, 
  philosophy, and habits before play, while 
  others (this author included) prefer “emergent 
  play.” Emergent play involves just quickly 
  choosing an alignment to guide your role-
  playing with the new character, and then 
  letting the details develop as a result of 
  unusual situations during the game. You might 
  not yet know that your character hates 
  dwarves, loves to eat apples, stutters, and is 
  haunted by a dark past, but after you play the 
  role for a few months and imagine up the 
  details in response to the GM’s challenges, you 
  will find that your character’s personality 
  develops naturally. Alignment is a guide along 
  this path, allowing you to change the question 
  of “What would this character who I don’t know 
  very well yet do in this situation?” into “What 
  would a chaotic person likely do here?” 
  The system works because it is simplified. 
  Alignment is a valuable tool that makes the 
  GM’s job easier while also lending moral and 
  role-playing guidance to the player. You should 
  not consider it a punishment, but you should 
  not be able to ignore the concept’s existence 
  either. 
  Well, I guess you could ignore it all, of course. 
  But that would simply mean that your 
  character is obviously chaotic, in the end … 
  
  P a g e  | 21
   
   
  Character Alignment and Courses of Action 
  In this section, I will demonstrate what three 
  PCs of different alignments might commonly do 
  when 
  faced 
  with 
  challenging 
  ethical 
  circumstances. We’ll call them Ulric the 
  Craven, Damiana Lightwielder, and Taren the 
  Wild-Wanderer. 
   
   
   
  Before I make this demonstration, I should 
  stress that your character’s alignment does not 
  always force you to play the game in a certain 
  way, and this chart is only an example that you 
  might decide your character will follow! This is 
  only a guide, it is not a yes/no list of alignment-
  dependent necessities in action. 
  You can always choose what your own 
  character will do, but your choices will have 
  consequences if you decide to play “against the 
  grain” of your PC’s chosen philosophy. (This is 
  another reason why I encourage new players to 
  try out of a neutral character first, because the 
  impacts for alignment transgression tend to be 
  more severe for lawfuls and chaotics due to the 
  nature of their more extreme philosophical 
  stances.) 
  Here are some example in-game situations for 
  you to consider as principles of alignment in 
  action. Using these tables as a guide, players 
  and 
  Game 
  Masters 
  should 
  be 
  able 
  to 
  extrapolate 
  the 
  general 
  information 
  to 
  determine not only the courses of action which 
  PCs might commonly take, but also the 
  responses of chaotic, lawful, and neutral 
  creatures or NPCs who are reacting to the PCs 
  and the decisions the players make as well. 
   
  TABLE 2.D 
  The Chaotic Decisions 
  Of Ulric the Craven 
  A kidnapper abducts your ally and 
  demands a ransom. 
  Ignore the kidnapper’s threats, he’s not 
  getting your gold. 
  An ally is threatened with death and 
  requires aid. 
  Save the ally only if there is no personal 
  danger, or demand a reward. 
  Authorities demand that you turn in a 
  young thief who has taken shelter in your 
  inn. 
  Lie to the guards, then blackmail the thief 
  for a reward because you saved him. 
  Chaotic monsters threaten the party and 
  demand tribute. 
  Refuse to pay, offer counterfeit jewels, or 
  perhaps even consider switching sides if 
  death is looming. 
  The party is dividing hard-won treasure 
  after an adventure. 
  
  P a g e  | 22
   
   
  Pretend to abide by the group’s wishes, but 
  steal what you can. 
  The party requires information from a 
  captured monster. 
  Torture or intimidate the monster until you 
  gain all of the information you need. 
  The party is overrun by monsters and 
  must flee combat. 
  Run away and save yourself at all costs. 
  Xenophobic elves, nocking arrows, 
  demand that your party leave their 
  guarded lands at once. 
  Attack them, insult them, or lie to justify 
  your presence. 
   
   
   
  TABLE 2.E 
  The Lawful Decisions 
  Of Damiana Lightwielder 
  A kidnapper abducts your ally and 
  demands a ransom. 
  Pay the ransom, and then strive to bring the 
  kidnapper to justice. 
  An ally is threatened with death and 
  requires aid. 
  Save the ally even if you must sacrifice 
  yourself to do so. 
  Authorities demand that you turn in a 
  young thief who has taken shelter in your 
  inn. 
  Hand the thief over because the authorities 
  are probably right in their accusations, and 
  it’s the right thing to do. 
  Chaotic monsters threaten the party and 
  demand tribute. 
  Threaten the monsters in turn, and attack 
  them if necessary while protecting your 
  companions. 
  The party is dividing hard-won treasure 
  after an adventure. 
  Honorably divide the treasure, even if your 
  character gains less than someone else. 
  The party requires information from a 
  captured monster. 
  Demand information from the monster, but 
  leave it bound and unharmed if it does not 
  cooperate. 
  The party is overrun by monsters and 
  must flee combat. 
  Organize a fighting withdrawal, sacrificing 
  yourself if there is no other way. 
  Xenophobic elves, nocking arrows, 
  demand that your party leave their 
  guarded lands at once. 
  Leave the guarded lands and return the way 
  you came, even though the detour will be 
  lengthy. 
   
   
  
  P a g e  | 23
   
   
  TABLE 2.F 
  The Neutral Decisions 
  Of Taren the Wild-Wanderer 
  A kidnapper abducts your ally and 
  demands a ransom. 
  Pay the ransom if you must, but seek a 
  negotiation first. 
  An ally is threatened with death and 
  requires aid. 
  Save the ally if you can, but not at the 
  expense of your own life. 
  Authorities demand that you turn in a 
  young thief who has taken shelter in your 
  inn. 
  Hand the thief over if you must, while 
  asking the authorities if there is a potential 
  misunderstanding of the young thief’s 
  motive. 
  Chaotic monsters threaten the party and 
  demand tribute. 
  Parley with the monsters and try to seek a 
  mutually advantageous solution. 
  The party is dividing hard-won treasure 
  after an adventure. 
  Divide the treasure fairly, but speak up 
  aggressively if your character is not equally 
  and fairly rewarded. 
  The party requires information from a 
  captured monster. 
  Rough up the monster if needed, but not to 
  the point of torture, unless a more 
  diplomatic approach yields results. 
  The party is overrun by monsters and 
  must flee combat. 
  Protect your allies, but abandon the fallen if 
  you are about to die as well. 
  Xenophobic elves, nocking arrows, 
  demand that your party leave their 
  guarded lands at once. 
  Insist that you come in peace, and that you 
  are only passing through, while offering 
  tribute. 
   
   
   
  Limitations on Player Character Alignment 
  In the Castle Oldskull game as written, there 
  are no limitations on character alignment. Any 
  character, 
  regardless 
  of 
  race, 
  class, 
  or 
  background, can adhere to any one alignment 
  that the player prefers to play. 
  Traditionally, 
  however, 
  there 
  are 
  some 
  expectations built into the older games which 
  the Game Master might want to consider. 
  Fighters and magic-users for example have 
  always been regarded as being wide open to the 
  full alignment spectrum (with chaotic, lawful, 
  and neutral all being considered perfectly 
  viable options), but some GMs interpret the 
  
  P a g e  | 24
   
   
  rules as saying that clerics must be either 
  lawful or chaotic, with neutrality forbidden. My 
  personal opinion is that this is unnecessarily 
  restrictive, because there are many neutral 
  gods and goddesses in the game, and those 
  immortal entities would certainly desire that 
  their followers and adherents shared the 
  philosophy of the deity, and not the philosophy 
  of a rival power. 
  Also, some GMs believe that thieves should 
  only be either chaotic or neutral, but never 
  lawful. I disagree with this too, because I 
  believe that thieving skills represent talents in 
  subterfuge which exist outside of philosophy; 
  each individual thief must decide whether 
  those skills are to be used for good or evil. 
  Potential examples of lawful thieves include 
  medieval special forces (basically honorable 
  soldiers with stealthy talents), agents of the 
  King (who use their skills to entrap criminals or 
  bring 
  them 
  to 
  justice), 
  or 
  good-hearted 
  dungeon scouts (who employ their skills to aid 
  other party members during adventures, while 
  also slaying evil monsters and doing good 
  deeds). This issue is wide open to interpretation 
  by the Game Master. 
  A bit more nebulously, some GMs feel that the 
  demi-humans should not be chaotic or evil, 
  because the forces of evil are already well-
  represented by humanoids and monsters. This 
  issue boils down to whether you want to force 
  your players to assume the roles of heroes, or 
  if you would rather prefer that they decide their 
  PCs’ destinies for themselves. 
  In my opinion the game tends to work best 
  when players are free to choose any alignment 
  they 
  would 
  like 
  to 
  play, 
  with 
  a 
  full 
  understanding 
  of 
  the 
  expectations 
  and 
  potential consequences that a choice entails. 
  You may wish to discuss these concepts with 
  your players more fully before the game begins; 
  and if so, the day of character creation is the 
  perfect time to do so. 
   
   
  Chapter VII: 
  Alignment Incarnate: 
  Deities by Mythos 
  (Supplementary to pg. 18) 
   
   
   
  Some players – especially those playing clerics 
  – may wish to know which gods and goddesses 
  are influential to the game world; or, perhaps, 
  the names and powers of the deities that other 
  characters in the world might well believe in. 
  The short answer is, it really depends; the 
  longer answer is, it depends on the world and 
  cultures that your Game Master has designed; 
  and the true answer is, it depends precisely 
  upon the inspirational mythos (or pantheon, or 
  multiples thereof) that your GM has positioned 
  in divinity and power over the game world. 
  
  P a g e  | 25
   
   
  Some GMs create fully fictional pantheons, 
  while 
  others 
  prefer 
  to 
  use 
  real-world 
  inspirations in more idealized, distant, or 
  abstracted ways. 
   
   
   
  Players might be interested to know that the 
  Norse Mythos and the Cthulhu Mythos were 
  both influential on early play (c. 1972-1976) in 
  the original Lake Geneva campaign. These 
  options were greatly expanded upon in a 1976 
  softcover supplement, and then expanded once 
  again in a 1980 hardcover tome. Much of the 
  available information – that which is in the 
  public domain or available to game designers – 
  has been simplified here, compliant with the 
  old school iconic belief triad of chaos, law, and 
  neutrality. 
  The old school deities and their traditional 
  “domains” – or more precisely, spheres of power 
  – are summarized hereafter. The notes here are 
  succinct for purposes of play, but you will find 
  that the names are easily searchable online or 
  via your local library if you want to know more 
  of the fascinating details. 
  In regards to characters and worship you can 
  roll 1D20 as shown to select a random deity, or 
  you can directly choose one that speaks to you 
  and your thematic Player Character concept. 
  These mythos-oriented D20 tables are provided 
  to promote role-playing opportunities and to 
  improve character development within the 
  context of the game. 
  Do remember that within the game, only clerics 
  are directly impacted by belief in the gods. 
  Other characters may well believe in these 
  immortals, or be protected by “patron deities” 
  (perhaps there’s a reason for all of those 
  natural 20s being rolled!), but the details can 
  be abstracted for simplicity and elegance of 
  play. 
   
  Common Mythoi in the World of Oldskull 
  As an example of game world application, in the 
  author’s World of Oldskull campaign, the 
  following realms correspond roughly to the 
  mythic and folkloric beliefs held in various 
  regions of the real world: 
   
  TABLE 3.A 
  Mythoi of the World of Oldskull 
  Achaea, Creta, Macedonia, Thracia: The 
  Greek Mythos 
  Aegyptus, Cyrenaica, Khom, Stygia: The 
  Egyptian Mythos 
  Afrik (Dunsanian): The African Mythos 
  Akkad, Sumeria: The Sumerian Mythos 
  Aquitania, Britannia, Caledonia, Cambria, 
  Gallia, Hibernia: The Celtic Mythos 
  
  P a g e  | 26
   
   
  Babylonia, Golgotha, Phoenicia: The 
  Babylonian Mythos 
  Cathay, Seres: The Chinese Mythos 
  Dania, Islandia, Midgard, Norvegia, 
  Suecia, Teutonia: The Norse Mythos 
  The Dreamlands: The Pegana Mythos 
  Finnia: The Finnish Mythos 
  Nippon: The Japanese Mythos 
  The Terra Nova (Northern): The Native 
  American Mythos 
  The Terra Nova (Southern): The Aztec 
  Mythos, The Central American Mythos 
  The Indus Lands: The Indian Mythos 
  The Netherworld: The Cthulhu Mythos 
  Persia: The Persian Mythos 
  The Spice Islands: The Oceanic Mythos, 
  the Polynesian Mythos 
  Tyrrhenia: The Etruscan Mythos, the 
  Roman Mythos 
  The Unreachable Lands: The Australian 
  Mythos 
  (Monsters usually worship a deity of their 
  own kind (especially if Lawful); or, they 
  worship entities who belong to either the 
  demonic, infernal, or Cthulhu Mythos as 
  appropriate to their alignment and culture. 
  GM discretion is needed here.) 
   
  Random Mythos Determination 
  If for some reason you would like to assign your 
  character a completely random mythos instead 
  of choosing one, you can do so by rolling on the 
  summary table below. The justifications for the 
  character’s realm of origin and journey to the 
  lands of the campaign, however, might require 
  some creativity on your part. Or perhaps, your 
  character simply heeded a divine voice as a 
  deity turned his or her eye toward new lands in 
  needs of purification. Who can question the 
  unknowable will of the gods? 
   
  TABLE 3.B 
  Random Mythos Determination 
  D20 
  Roll Mythos / Pantheon 
  1 
  The African Mythos 
  2 
  The Australian Mythos 
  3 
  The Aztec Mythos, or the Central 
  American Mythos 
  4 
  The Babylonian Mythos 
  5 
  The Celtic Mythos 
  6 
  The Chinese Mythos 
  7 
  The Cthulhu Mythos 
  8 
  The Demonic Mythos 
  9 
  The Egyptian Mythos 
  10 
  The Etruscan Mythos 
  11 
  The Finnish Mythos 
  12 
  The Greek Mythos 
  13 
  The Indian Mythos 
  14 
  The Infernal Mythos 
  15 
  The Japanese Mythos 
  16 
  The Native American Mythos 
  17 
  The Norse Mythos 
  18 
  The Pegana Mythos 
  19 
  The Roman Mythos 
  20 
  The Sumerian Mythos 
   
  TABLE 3.C 
  The African Mythos 
  D20 
  Roll Immortal 
  1 
  Ala, Goddess of the Earth and 
  Morality (Lawful) 
  2 
  Anansi, the Great Spider, Lord of the 
  Tricksters (Neutral) 
  3 
  Asase Ya, Earth Mother and Goddess 
  of the Tree Spirits (Neutral) 
  4 
  Bumba the Creator (Mbombo), God 
  of Law and the Animal Spirits 
  (Lawful) 
  5 
  Eshu the Divine Messenger, 
  Guardian of Man (Lawful) 
  
  P a g e  | 27
   
   
  6 
  Gauna, Lord of the Death Spirits 
  (Chaotic) 
  7 
  Gleti the Moon Goddess, Mother of 
  the Stars (Neutral) 
  8 
  Kaggen the Mantis Lord (Chaotic) 
  9 
  Kibuka, the War God (Chaotic) 
  10 
  Leza, God of the Winds (Neutral) 
  11 
  Mukasa the Great Oracle, Demigod 
  (Neutral) 
  12 
  Mulungu the Supreme, God of the 
  Heavens (Lawful) 
  13 
  Musa the Traveler, God of Hunting 
  (Neutral) 
  14 
  Nyame the All-Seeing, God of the 
  Skies (Lawful) 
  15 
  Ogun the Divine Smith, God of Iron 
  (Neutral) 
  16 
  Ol-Okun, Possessor of the Sea 
  (Neutral) 
  17 
  Shango, Caster of the Thunderstone, 
  the Storm God (Chaotic) 
  18 
  So, God of Storms and Witchery 
  (Neutral) 
  19 
  Tsui’Goab, the Rain God (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (This is a necessarily disparate yet partial 
  list, highlighting the venerations of many 
  different African cultures.) 
   
  TABLE 3.D 
  The Australian Mythos 
  D20 
  Roll Immortal 
  1 
  Altjira the Creator, God of Eternity 
  (Lawful) 
  2 
  Baiame, the Great Sky Father 
  (Lawful) 
  3 
  Bamapana the Trickster, God of 
  Discord (Chaotic) 
  4 
  Bila the Devourer, Goddess of the 
  Sun and Fire (Chaotic) 
  5 
  Birra-Ngulu, Goddess of Floods and 
  Fertility (Neutral) 
  6 
  Bobbi-Bobbi the Gifter, Lord of 
  Blessings and Death (Neutral) 
  7 
  Daramulum the Shape-Shifter, God 
  of the Sky (Lawful) 
  8 
  Dirawong the Protector, Defender of 
  the Many Tribes (Lawful) 
  9 
  The Djunkgao, Sister-Goddesses of 
  the Ocean and the Tides (Neutral) 
  10 
  Julunggul of the Thousand Names, 
  Rainbow Serpent Goddess of 
  Initiation and Rebirth (Lawful) 
  11 
  Kidili the Desirous, Reaver and 
  Shadow of the Moon (Chaotic) 
  12 
  Kunapipi, Mother Goddess, Mother 
  of Heroes (Lawful) 
  13 
  Mamaragan the Thunder Speaker, 
  God of Storms (Neutral) 
  14 
  Mangar-Kunjer-Kunja, Lizard God of 
  Crafts and Civilization (Lawful) 
  15 
  Ngintaka the Taker, Lizard God of 
  the Dreamtime (Neutral) 
  16 
  Tiddalik the Unquenchable, Frog 
  God of the Deserts (Neutral) 
  17 
  Tjinimin the First and Ancient, 
  Demigod of the First People (Neutral) 
  18 
  Wambeen the Smiter, Destroyer of 
  the Wanderers (Chaotic) 
  19 
  Wuriupranili, the Fire-Walker, 
  Goddess of the Sun (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  
  P a g e  | 28
   
   
  (For this pantheon, the beliefs of separate 
  regional tribes and peoples have been 
  amalgamated into a single cohesive mythos.) 
   
  TABLE 3.E 
  The Aztec Mythos 
  D20 
  Roll Immortal 
  1 
  Chalchiuhtlicue, the Jade Maiden, 
  Goddess of Love and the Running 
  Waters (Lawful) 
  2 
  Cihuacoatl the Hungerer, the 
  Serpent Goddess (Neutral) 
  3 
  Ehecatl of the Singing Mask, Lord 
  of the Winds (Neutral) 
  4 
  Huehueteotl the Ever-Burning, God 
  of Fire (Chaotic) 
  5 
  Huitzilopochtli, He of the 
  Hummingbirds, God of War adnd 
  Conquest (Neutral) 
  6 
  Huixtocihuatl the Reed Walker, 
  Goddess of Salt and Seas (Neutral) 
  7 
  Itzpapaloltl the Obsidian Butterfly, 
  Skeleton Goddess of Tamoanchan 
  (Chaotic) 
  8 
  Mictlantecuhtli, Eater of Flesh, God 
  of Death and the Underworld 
  (Chaotic) 
  9 
  Opochtli the Snarer, God of Fishing 
  and Hunting (Neutral) 
  10 
  Quetzalcoatl, the Law Giver, God of 
  the Skies (Lawful) 
  11 
  Tezcatlipoca of the Smoking 
  Mirror, God of Evil and Chaos 
  (Chaotic) 
  12 
  Tlaloc of the Marigolds, the Rain 
  Bringer (Chaotic) 
  13 
  Tlazolteotl the Sin Eater, Goddess 
  of Desire (Chaotic) 
  14 
  Tonatiuh the Blood Receiver, God 
  of Doom and the Sun (Chaotic) 
  15 
  Xelhua of the Deluge, Primordial 
  Titan (Neutral) 
  16 
  Xipe-Totec the Flayed One, God of 
  Sacrifice (Neutral) 
  17 
  Xiuhtecuhtli the Turquoise Lord, 
  God of the Volcanoes (Neutral) 
  18 
  Xochipilli, Lord of the Flowers, God 
  of Chance (Neutral) 
  19 
  Xolotl of the Shadow Hounds, God 
  of Dusk and Lightning (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (See also the more general Central American 
  mythos for more deities in this vein.) 
   
   
  TABLE 3.F 
  The Babylonian Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Anshar, Lord of Night and 
  Darkness (Chaotic) 
  2 
  Anu the Prime Mover, God of the 
  Heavens (Lawful) 
  
  P a g e  | 29
   
   
  3 
  Aya the Radiant, Goddess of Light 
  (Lawful) 
  4 
  Bel the Transcendent, Supreme 
  God and Lord of the Elements 
  (Lawful) 
  5 
  Druaga of the Devil World 
  (Chaotic) 
  6 
  Ea the Bestower, God of 
  Knowledge and the Waters (Lawful) 
  7 
  Gilgamesh the Enlightened, the 
  Sacred King (Lawful) 
  8 
  Girru the Burning One, God of Fire 
  (Lawful) 
  9 
  Ishtar the Beguiler, Goddess of 
  Love and War (Neutral) 
  10 
  Kishar, the Earth Mother and 
  Protectress (Lawful) 
  11 
  Kulullu of the Deeps, Keeper of the 
  Sea (Chaotic) 
  12 
  Mandanu, Lord of Judgments 
  (Lawful) 
  13-14 Marduk the Sun Bringer, God of 
  Civilization (Lawful) 
  15 
  Martu of the Wanderers, Destroyer 
  of Cities (Chaotic) 
  16 
  Nergal, the Raging One, Lord of the 
  Underworld (Chaotic) 
  17 
  Qingu the Pretender, Son of the 
  Primordial Dragon (Chaotic) 
  18 
  Ramman the Beclouded, God of 
  Storms (Neutral) 
  19 
  Sarpanitu the Shining One, 
  Goddess of Women and the Moon 
  (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (This pantheon has considerable overlap with 
  the Sumerian mythos, which might also be of 
  interest.) 
   
   
   
   
   
  TABLE 3.G 
  The Celtic Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Arawn, the Dark One, God of the 
  Dead (Chaotic) 
  2 
  Brigantia the High One, Goddess 
  of Victory (Neutral) 
  3 
  Brigit of the Pyre, Goddess of 
  Poetry and Fire (Neutral) 
  4 
  Cernunnos the Horned God, Lord 
  of the Wilds (Neutral) 
  5 
  The Dagda, the Good God, Lord of 
  the Druids (Neutral) 
  6 
  Danann, Goddess of Magic and 
  Enchantments (Neutral) 
  7 
  Dian Cecht (Diancecht), Healer of 
  the Gods (Lawful) 
  8 
  Dunatis, God of the Mountain 
  Spires (Neutral) 
  9 
  Esus of the Axe, the Great Hewer 
  (Neutral) 
  10 
  Goibniu (Goibhnie), God of the 
  Smiths and Fires (Neutral) 
  11 
  Lugh of the Many Arts, God of 
  Craftsmanship (Lawful) 
  12 
  Manannan Mac Lir, God of the Sea 
  (Neutral) 
  
  P a g e  | 30
   
   
  13 
  Maponos Great-Son, God of Youth 
  (Neutral) 
  14 
  Nodens the Great Hunter, Lord of 
  the Sea (Neutral) 
  15 
  Ogmios the Persuader, God of 
  Eloquence (Lawful) 
  16 
  Sirona of the Serpent, Goddess of 
  Healing Springs (Lawful) 
  17 
  Sulis the Life-Giver, Mother 
  Goddess (Lawful) 
  18 
  Taranis the Mighty, the Thunderer 
  (Neutral) 
  19 
  Toutatis, Lord Protector of the 
  Tribes (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
  TABLE 3.H 
  The Central American Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Alom the Emerald, God of Wood 
  and Sky (Neutral) 
  2 
  Bacab the Fourfold, Gods of the 
  Water Caves (Neutral) 
  3 
  Bahlam of the Black Veils, the 
  Jaguar God of the Nether (Chaotic) 
  4 
  Bolon Yokte of the Nine Strides, 
  God of Journeys (Neutral) 
  5 
  Buluc Chabtan, God of War and 
  Sacrifice (Neutral) 
  6 
  Cacoch the Creator, He Who 
  Watches Over (Lawful) 
  7 
  Camaxtli the Decider (Mixcoatl), 
  God of Fate (Neutral) 
  8 
  Camazotz the Bat God, Lord of the 
  Underworld (Chaotic) 
  9 
  Chaac of the Lightning Axe, God 
  of the Rains (Neutral) 
  10 
  Cit-Bolon-Tum, God of Medicine 
  and Healing (Lawful) 
  11 
  Hun Ahau the Unknown, Lord of 
  the Mysteries (Neutral) 
  12 
  Hun-Came and Vucub-Came, Gods 
  of Plague and Misery (Chaotic) 
  13 
  Itzamna the Asperser, God of 
  Healing (Lawful) 
  14 
  Jacawitz of the Spires, God of the 
  Mountains (Neutral) 
  15 
  K’awiil the Maize Walker, God of 
  Serpents and Fertility (Neutral) 
  16 
  K’inich Ahau the Golden One, 
  God of the Sun (Lawful) 
  17 
  Kisin the Mephitic, Lord of Death 
  (Chaotic) 
  18 
  Maximon the Blessed, Demigod of 
  Travelers and Merchants (Neutral) 
  19 
  Yopaat of the Mists, God of Clouds 
  and Floods (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (This list is primarily Mayan in nature; the 
  loss of many crucial historical sources means 
  that this pantheon is largely a mystery to us 
  now. It is memorialized here.) 
   
   
  
  P a g e  | 31
   
   
   
   
  TABLE 3.I 
  The Chinese Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Caishen (Chao Kung Ming), the 
  Planes Strider, Demigod of Wealth 
  and War (Neutral) 
  2 
  Canshen the Silkworm God, Lord 
  of the Silken Webs (Neutral) 
  3 
  Chih-Chiang Fyu-Ya, Lord of 
  Archery, Punisher of the Gods 
  (Chaotic) 
  4 
  Chih Sung-Tzu, the Cloud Walker, 
  God of Rain (Neutral) 
  5 
  Chung Kuel of the Many Riddles, 
  God of Truth and Trials (Lawful) 
  6 
  Heishen of the Black Dragon, God 
  of Waters and Winter (Neutral) 
  7 
  Huan-Ti the Charioteer, God of 
  War (Neutral) 
  8 
  Guanyin (Kuan Yin), She Who 
  Hears the Cries of the World, 
  Goddess of Mercy (Lawful) 
  9 
  Leishen (Lei Kung, Leigong), the 
  Duke of Thunder (Chaotic) 
  10 
  Lu Ban the Maker, God of 
  Inventions and Constructions 
  (Neutral) 
  11 
  Lu Yueh (Wen Shen), the Lord of 
  Plagues (Chaotic) 
  12 
  No Cha the Untouched, Demigod 
  of Thieves (Chaotic) 
  13 
  Shan Hai Ching, the Tempest, Lord 
  of the Wind and Sea (Neutral) 
  14 
  Shang-Ti the Great Oneness 
  (Shangdi, Tian), God of the 
  Heavens (Neutral) 
  15 
  Shennong the Divine Peasant, 
  God of Agriculture and the Ancients 
  (Lawful) 
  16 
  Tou Mu the Lotus Maiden, 
  Goddess of the North Star (Chaotic) 
  17 
  Xihe of the Three-Legged Crows, 
  Goddess of the Sun (Lawful) 
  18 
  Xiwangmu, Goddess of Inspiration, 
  Death, and Immortality (Neutral) 
  19 
  Yanluo Wang (Yanwang, Yen-
  Wang-Yeh), God of the Judgment of 
  the Dead (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (An effort has been made to bring the classic 
  role-playing game deities of the Orient more 
  in line with modern scholarship, but the older 
  names are frequently preferred here in the 
  name of familiarity.) 
   
   
   
  
  P a g e  | 32
   
   
   
  TABLE 3.J 
  The Cthulhu Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Azathoth, the Daemon Sultan, the 
  Primal Chaos and Heart of the 
  Universe (Chaotic) 
  2 
  Bokrug of the Thuum’ha, the 
  Water Lizard, Keeper of the Eternal 
  Deeps (Neutral) 
  3 
  Chaugnar Faugn, the Timeless 
  Beholder, He Who Waits (Chaotic) 
  4 
  Cthugha, the Pyre of Stygia, the 
  Undying Fire (Chaotic) 
  5 
  Dagon, the Sleepless One, the Deep 
  Father (Chaotic) 
  6 
  Great Cthulhu, the Inexorable, 
  Dread Lord of R’lyeh (Chaotic) 
  7 
  Hastur the Unspeakable, 
  Harbinger of Hali (Chaotic) 
  8 
  The King in Yellow, the 
  Tatterdemalion, Lord of the Chaos 
  Plague (Chaotic) 
  9 
  Mother Hydra, Eldritch Matriarch 
  of the Deep Ones (Chaotic) 
  10 
  Nath-Horthath, God of Vengeance, 
  the Pride of Sarnath, the Lion 
  Strider (Neutral) 
  11 
  Nodens the Great Hunter, Lord of 
  the Dreams in the Sea (Neutral) 
  12 
  Nug and Yeb, the Twin 
  Blasphemies, Echoes of the Black 
  Litanies (Chaotic) 
  13 
  Nyarlathotep, the Crawling Chaos, 
  Lord in Ebon, Herald of the Gods 
  (Chaotic) 
  14 
  Oukranos, the River God, Protector 
  of the Enchanted Wood (Neutral) 
  15 
  Rhan-Tegoth, the Sleeper in the 
  Frozen Wastes (Chaotic) 
  16 
  Shub-Niggurath, the Darkmother, 
  the Black Goat of the Woods with a 
  Thousand Young (Chaotic) 
  17 
  Tsathoggua the Undying, the 
  Obliviator of Yoth (Chaotic) 
  18 
  Yig, the Accursed One, Heart of 
  K’n-yan, Father of Serpents 
  (Chaotic) 
  19 
  Yog-Sothoth, the Lurker at the 
  Threshold, Guardian of the Ways 
  (Chaotic) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (The original lore developed by H. P. 
  Lovecraft is highlighted here, with a lesser 
  emphasis upon the creations of other authors 
  who contributed to the later Cthulhu Mythos.) 
   
   
  
  P a g e  | 33
   
   
   
   
  TABLE 3.K 
  The Demonic Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Agares the Thrice-Learned, Prince 
  of Deception (Chaotic) 
  2 
  Alloces, the Orien-Daemon, Bringer 
  of Plagues (Chaotic) 
  3 
  Baphomet, the Sabbatic Goat, Lord 
  of the Mysteries (Chaotic) 
  4 
  Belphegor, Demon Lord of Broken 
  Oaths and Abandonment (Chaotic) 
  5 
  Charun the Ferryman (Charon), 
  Daemon Lord of the Netherworld 
  Rivers (Chaotic) 
  6 
  Gremory, Demon Queen (?) of 
  Desire and Deceit (Chaotic) 
  7 
  Hyaenoghul the Cackling One, 
  Lord of the Gnolls and Ghouls 
  (Chaotic) 
  8 
  Koschei the Deathless, Lord of the 
  Ogres and Giants (Chaotic) 
  9 
  Krampus, Lord of Bloodwinter 
  (Chaotic) 
  10 
  Lilith, Demon Queen of the 
  Succubi (Chaotic) 
  11 
  Lyssa the Becrimsoned, Demon 
  Queen of Mad Frenzies (Chaotic) 
  12 
  Marchosias the True, Demon Lord 
  of Revelations (Chaotic) 
  13 
  Onoskelis the Brazen Mother, 
  Demon Queen, Glory of the Dark 
  Elves (Chaotic) 
  14 
  Orcus the Eternal, Prince of the 
  Undead (Chaotic) 
  15 
  Pazuzu of the Plague Tempest, 
  Demon Prince of the Aerie Realms 
  (Chaotic) 
  16 
  Phenex the Beguiler, Prince of 
  Pain (Chaotic) 
  17 
  Shoggothlex the Faceless One, 
  Lord of Slimes and Decay (Chaotic) 
  18 
  Tuchulcha the Gatemistress, 
  Daemon Queen of Chasms and the 
  Netherworld (Chaotic) 
  19 
  Wendigo, Daemon Lord of the 
  Frozen Wastes (Chaotic) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (This pantheon combines the World of 
  Oldskull mythology with occult demonology 
  in the public domain, with some attributions 
  which could be considered as rough parallels 
  for the different and separate demon lords 
  who are featured in copyrighted game 
  sources.) 
   
   
   
   
  
  P a g e  | 34
   
   
   
   
  TABLE 3.L 
  The Egyptian Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Anhur the Ever-Returning, Lord of 
  War and Hunting (Lawful) 
  2 
  Anubis, Lord of the Sacred Land, 
  Protector of the Dead (Lawful) 
  3 
  Apep (Apophis), the Sun Eater, 
  King of Serpents (Chaotic) 
  4 
  Apshai, Lord of the Insect Realm 
  (Neutral) 
  5 
  Bast (Bastet), Eye of the Moon, 
  Goddess of Cats and Warriors 
  (Lawful) 
  6 
  Geb, God of Earth and Harvests 
  (Neutral) 
  7 
  Horus, the Soaring One, Avenger of 
  the Gods (Lawful) 
  8 
  Khepri the Emergent, the Scarab 
  Lord (Neutral) 
  9 
  Khnum, the Divine Potter, Lord of 
  Created Things (Neutral) 
  10 
  Isis, Queen of the Arcane, Goddess 
  of Magic (Lawful) 
  11 
  Nekhebet, the Vulture Goddess of 
  the United Realms (Lawful) 
  12 
  Osiris the Risen, Lord of Silence, 
  God of Resurrection (Lawful) 
  13 
  Ptah, Lord of Truth and Eternity 
  (Lawful) 
  14 
  Ra of the Two Horizons, God of 
  the Eternal Sun (Amun-Ra) (Lawful) 
  15 
  Sekhmet, the Lion Goddess of 
  Bloodletting and Healing (Neutral) 
  16 
  Set (Seth), the Discordant One, 
  God of the Night and Outsiders 
  (Chaotic) 
  17 
  Shu, He Who Rises Up, God of the 
  Sky (Neutral) 
  18 
  Thoth, the Great Ibis, God of the 
  Moon and Wisdom (Lawful) 
  19 
  Wadjet of the Emerald, the Cobra 
  Goddess, Protector of the Worthy 
  (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
   
  
  P a g e  | 35
   
   
  TABLE 3.M 
  The Etruscan Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Acca Larentia, the Shepherd-Wife, 
  Demigoddess of Desire and Fertility 
  (Neutral) 
  2 
  Apulu the Radiant, God of Sun 
  and Prophecy (Lawful) 
  3 
  Airitmi the Huntress, Goddess of 
  Beasts and the Forest (Neutral) 
  4 
  Athrpa the Inevitable, Goddess of 
  Fate and Inescapable Circumstance 
  (Neutral) 
  5 
  Calu Blood-Jaw, God of 
  Lycanthropes and Netherworld 
  Wulfen (Chaotic) 
  6 
  Catha, Eye of the Sun, Goddess of 
  Guidance and Netherworld 
  Radiance (Neutral) 
  7 
  Februus the Pure, God of 
  Purification and Underworld 
  Explorers (Lawful) 
  8 
  Laran of the Burning Spear, God 
  of War and Fire (Neutral) 
  9 
  Leinth of the Many Faces, 
  Goddess of Changelings and 
  Doppelgangers (Chaotic) 
  10 
  Mania the Howling One, Goddess 
  of Madness and Undead Spirits 
  (Chaotic) 
  11 
  Mantus Earth-Veil, God of the 
  Underworld of the Dead (Chaotic) 
  12 
  Maris of the Brazen Mirrors, God 
  of Fields and Centaurs (Neutral) 
  13 
  Menrva Gray-Eyes, Goddess of 
  Wisdom and Protection (Lawful) 
  14 
  Nortia the Chance-Snarer, 
  Goddess of Destiny and Time 
  (Lawful) 
  15 
  Pacha of the Writhing Vines, God 
  of Wine and Revelry (Neutral) 
  16 
  Thalna the Ever-Blooming, 
  Goddess of Youth and Childbirth 
  (Lawful) 
  17 
  Turan of the Swans, Goddess of 
  Love and Beauty (Neutral) 
  18 
  Uni the Protectress, Goddess of 
  Women and Matriarchy (Lawful) 
  19 
  Volturnus of the Sacred Springs, 
  God of the Waters of Surface and 
  the Netherworld (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
  TABLE 3.N 
  The Finnish Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Ahto (Ahti), the Islander, God of 
  the Seas and Waters (Lawful) 
  2 
  Akras the Green-Fingered, God of 
  Feasts and Harvests (Neutral) 
  3 
  Ilk-Turso the Mighty and Eternal, 
  God of War (Neutral) 
  
  P a g e  | 36
   
   
  4 
  Ilmarinen, the Eternal Hammerer, 
  God of Smiths and Artisans (Lawful) 
  5 
  Ilmatar, Lady of the Winds, 
  Goddess of Maidens and 
  Motherhood (Lawful) 
  6 
  Kave of the Azure Hands, God of 
  the Sky (Lawful) 
  7 
  Kiputytto, the Plague Mother 
  (Chaotic) 
  8 
  Kuu of the Silver Egg, Goddess of 
  the Moon (Neutral) 
  9 
  Loviatar, Daughter of the Death-
  Realm of Pohjola, Maiden of Pain 
  (Chaotic) 
  10 
  Mielikki the Tree-Veiled, Goddess 
  of the Wilderness (Lawful) 
  11 
  Nyyrikki the Forest Walker, God 
  of Beasts and the Hunt (Neutral) 
  12 
  Pekko of the Golden Fields, God 
  of Grain and Brewing (Neutral) 
  13 
  Surma the Slaughter Hound, 
  Demigod of Death (Chaotic) 
  14 
  Tapio the Lichen-Bearded, God of 
  the Elder Forest (Lawful) 
  15 
  Tuonetar, Virgin of Death, Goddess 
  of the Underworld (Chaotic) 
  16 
  Tuoni, the Shadowlander, Lord of 
  the Underworld (Chaotic) 
  17 
  Ukko the Elder One, Supreme God 
  of the Kalevala (Lawful) 
  18 
  Untamo the Enshrouded, God of 
  Sleep and Dreams (Neutral) 
  19 
  Ved-Ava, the Dancer upon the 
  Waters, Goddess of the Mermaids 
  (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
   
   
   
  TABLE 3.O 
  The Greek Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Aphrodite, Lady of Cythera, 
  Goddess of Love and Beauty 
  (Neutral) 
  2 
  Apollo the Light-Bringer, God of 
  the Sun and Prophecy (Lawful) 
  3 
  Ares the Imprecator, God of War 
  (Chaotic) 
  4 
  Artemis the Willow-Bound, 
  Goddess of the Hunt (Neutral) 
  5 
  Athena, Goddess of Wisdom and 
  Protection (Lawful) 
  6 
  Demeter the Grain-Giver, Goddess 
  of Harvests (Neutral) 
  7 
  Dionysus the Liberator, God of 
  Wine and Revelry (Neutral) 
  8 
  Hades the Adamantine and 
  Unyielding, God of the Underworld 
  (Chaotic) 
  9 
  Hecate Chthonia, Goddess of Dark 
  Magics (Chaotic) 
  10 
  Hephaestus Khalkeus, God of 
  Blacksmiths and Fire (Neutral) 
  11 
  Hera, Queen of Olympia, Goddess 
  of Women (Neutral) 
  12 
  Hermes, the Psychopompos, God of 
  Swiftness and Roguery (Neutral) 
  13 
  Hestia of the Fireside, Goddess of 
  the Hearth (Lawful) 
  14 
  Nike of the Silver Wings, Goddess 
  of Victory (Lawful) 
  15 
  Poseidon the Tempestuous, God 
  of the Seas (Neutral) 
  16 
  Prometheus, Elder Titan of 
  Forethought and Enlightenment 
  (Lawful) 
  17 
  Thanatos of the Ebon Hand, God 
  of Death (Chaotic) 
  18 
  Tyche the Ever-Blessed, Goddess 
  of Luck and Fortune (Neutral) 
  19 
  Zeus the Imperious, Ruler of the 
  Olympian Gods (Lawful) 
  
  P a g e  | 37
   
   
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
  TABLE 3.P 
  The Indian Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Agni the Shining One, God of Fire 
  and Lightning (Neutral) 
  2 
  Brahma the Self-Born, Lord of 
  Speech, God of Creation (Lawful) 
  3 
  Durga the Invincible, Goddess of 
  War and Protection (Lawful) 
  4 
  Ganesha, Remover of Obstacles, 
  Lord of Hosts (Lawful) 
  5 
  Indra the Ever-Mighty, God of 
  Rain and Storms (Neutral) 
  6 
  Kali of the Appointed Hour, the 
  Black Earth Mother (Chaotic) 
  7 
  Karttikeya of the Six Faces, 
  Demigod of War (Lawful) 
  8 
  Lakshmi the Perceiver, Goddess of 
  Good Fortune and Prosperity 
  (Lawful) 
  9 
  Mariamman the Rain Mother, 
  Goddess of Family and Healing 
  (Lawful) 
  10 
  Parvati, Daughter of the King of the 
  Mountains, Goddess of Love and 
  Devotion (Lawful) 
  11 
  Ratri of the Blackness, Goddess of 
  Night and Thievery (Chaotic) 
  12 
  Rudra the Roarer, Lord of Animals 
  and the Hunt, God of the Dead 
  (Neutral) 
  13 
  Saraswati of the Pooling Waters, 
  Goddess of Knowledge and Wisdom 
  (Lawful) 
  14 
  Shiva the Destroyer, God of 
  Creation and Annihilation (Neutral) 
  15 
  Surya the Luminous, the Sun God 
  (Lawful) 
  16 
  Tvashtri, the Heavenly Builder, 
  Demigod of Artifice (Neutral) 
  17 
  Ushas, Breath of All Breaths, 
  Goddess of the Dawn (Lawful) 
  18 
  Varuna the Surrounder, God of the 
  Seas, Oaths, and Order (Lawful) 
  19 
  Vishnu the Preserver, God of 
  Mercy and of Light (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
  TABLE 3.Q 
  The Infernal Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Aamon of the Vomiting Fire, 
  Duke of Lord Geryoneus (Chaotic) 
  2 
  Abaddon the Doom Bringer, Duke 
  of the Bottomless Pits (Chaotic) 
  
  P a g e  | 38
   
   
  3 
  Ashmodai of the Crimson Wrath, 
  Lord of the Ninth Infernal Dominion 
  (Chaotic) 
  4 
  Ashtaroth Viper-Tongue, Great 
  Duke of the Infernal Dragons 
  (Chaotic) 
  5 
  Ba’al Muian, Lord of the Flies, Lord 
  of the Seventh Infernal Dominion 
  (Chaotic) 
  6 
  Baalial the Wicked, Lord of the 
  Fourth Infernal Dominion (Chaotic) 
  7 
  Berith the Beloved Deceiver, 
  Duke of the Black Covenant 
  (Chaotic) 
  8 
  Boal of the Ever-Shifting Shapes, 
  Duke of Lord Mamon (Chaotic) 
  9 
  The Dis Pater, Father of Riches, 
  Lord of the Second Infernal 
  Dominion (Chaotic) 
  10 
  The Dragon Queen, She Who Must 
  Not be Named, Matriarch of the 
  First Infernal Dominion (Chaotic) 
  11 
  Geryoneus, the Beast, Lord of the 
  Fifth Infernal Dominion (Chaotic) 
  12 
  Halphas, Lord of Rust and 
  Corrosion, Duke of Lord 
  Mephistopheles (Chaotic) 
  13 
  Leviathan the Twisting, Great 
  Beast of the Infernal Waters 
  (Chaotic) 
  14 
  Mamon of the Countless Riches, 
  Lord of the Third Infernal Dominion 
  (Chaotic) 
  15 
  Mephistophilus the Scatterer, 
  Lord of the Eighth Infernal 
  Diminion 
  16 
  Molech of the Jeweled Eyes, Lord 
  of the Sixth Infernal Dominion 
  (Chaotic) 
  17 
  Pytho the Constrictor, 
  Demigoddess and High Priestess of 
  the Infernal Pits (Chaotic) 
  18 
  Titivillus the Word Twister, Duke 
  of the Dis Pater (Chaotic)  
  19 
  Vanth, Princess of Hell, Daughter of 
  Ashmodai (Chaotic) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (This pantheon combines the World of 
  Oldskull mythology with occult diabolism in 
  the public domain, with some attributions 
  which could be considered as rough parallels 
  for the different and separate arch-devils and 
  dukes of Hell who are featured in 
  copyrighted game sources.) 
   
  TABLE 3.R 
  The Japanese Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Amaterasu O-Mi-Kami, She Who 
  Shines in the Heavens, Goddess of 
  the Sun (Lawful) 
  2 
  Ame-No-Uzume, the Laughing 
  Maiden, Goddess of Dawn and 
  Revelry (Lawful) 
  3 
  Ama-Tsu-Mara of the Thundering 
  Forge, God of Blacksmiths (Neutral) 
  4 
  Daikokuten (Daikoku) the 
  Fortune Bringer, God of Wealth 
  and Luck (Lawful) 
  5 
  Fujin the Cloud Dancer, God of 
  the Winds (Neutral) 
  6 
  Hachiman the Unerring, God of 
  Archer and War (Lawful) 
  7 
  Inari Okami, the Fox Maiden, 
  Goddess of Rice and Fertility 
  (Neutral) 
  8 
  Izanagi the Inviter, Forefather of 
  the Gods (Lawful) 
  9 
  Izanami, Bridger of Heaven and 
  Earth, Foremother of the Gods 
  (Lawful) 
  10 
  Kishijoten the Shape Dancer, 
  Goddess of Chance (Neutral) 
  11 
  Ninigi-No-Mikoto the 
  Peacekeeper, Progenitor of the 
  Emperors (Lawful) 
  12 
  Okuninushi (Oh-Kuni-Nushi) the 
  Avenging One, Demigod of Heroes 
  (Lawful) 
  
  P a g e  | 39
   
   
  13 
  Omoikane, Server of Thoughts, 
  God of Wisdom (Lawful) 
  14 
  Raiden (Raijin) the Drum Beater, 
  God of Thunder (Neutral) 
  15 
  Suijin of the Many Shrines, God of 
  the Sacred Waters (Neutral) 
  16 
  Susanoo (Susanowo) of the 
  Deeping Realms, the Storm God of 
  the Seas (Chaotic) 
  17 
  Takemikazuchi the Unmatchable, 
  God of Sword Mastery (Neutral) 
  18 
  Tenjin of the Endless Skies, God 
  of Scholarship and Learning 
  (Lawful) 
  19 
  Tsukiyomi of the Silver Bow, God 
  of the Moon (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (Several older spellings have been retained 
  here, so that researchers can ensure synergy 
  with the 1980 hardcover deities tome where 
  possible.) 
   
   
   
   
   
   
   
  TABLE 3.S 
  The Native American Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Atahensic (Eagcenti), Ancient 
  Crone of the Endless Skies, 
  Goddess of Women (Neutral) 
  2 
  Dohkwibuhch of the Many 
  Tongues, God of Languages 
  (Neutral) 
  3 
  Etu the Unaging, God of Time 
  (Neutral) 
  4 
  Gitche Manitou, the Great Spirit, 
  Giver of Life (Lawful) 
  5 
  Haashch’eezhini (Hastsezini), the 
  Black Lord, God of Fire (Chaotic) 
  6 
  Heng the Ever-Resurgent, the 
  Great Thunder Spirit (Lawful) 
  7 
  Igaluk of the Icy Sphere, God of 
  the Moon (Neutral) 
  8 
  Iosheka the Sacred One, God of 
  Skill and Learning (Lawful) 
  9 
  Ma’ii the Coyote Spirit, Eternal 
  Trickster (Chaotic) 
  10 
  Malsumis the Defiler, God of 
  Corruption (Chaotic) 
  11 
  Nerrivik (Sedna), Sea Mother and 
  Ruler of the Underworld (Neutral) 
  12 
  Pamola (Bmola) the Great Bird 
  Spirit, God of Ice and Frost 
  (Neutral) 
  13 
  Pinga, the Maiden on High, 
  Goddess of Hunting and Healing 
  (Neutral) 
  14 
  The Raven Spirit, Revered Lord of 
  Creation (Neutral) 
  15 
  Tabaldak the Self-Born, Creator of 
  the People (Lawful) 
  16 
  Ta’xet the Taker, God of Violent 
  Death (Chaotic) 
  17 
  Tia the Embracer, Goddess of 
  Peaceful Death (Lawful) 
  18 
  To Neinilii the Gray, the Rain 
  Sender (Neutral) 
  19 
  Wi of the Many Bounties, God of 
  Bison and the Sun (Lawful) 
  
  P a g e  | 40
   
   
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (Researchers of the Native American mythoi 
  will note that transliterations of names are 
  highly varied and not standardized, 
  especially when considering tribes that did 
  not historically possess a written language. 
  Some alternate noted spellings have been 
  supplied.) 
   
   
  TABLE 3.T 
  The Norse Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Aegir the Unconquerable, God of 
  Storms and the Sea (Neutral) 
  2 
  Baldur of the Shining Day 
  (Balder), God of Charisma and 
  Inspiration (Lawful) 
  3 
  Bragi the Great Chieftain, God of 
  Eloquence and Song (Lawful) 
  4 
  Eir the Mercy Bringer, Goddess of 
  Protection (Lawful) 
  5 
  Forseti the Peacemaker, God of 
  Justice and Reconciliation (Lawful) 
  6 
  Freyr (Frey), God of the Alfar and 
  the Sacred Kingship (Neutral) 
  7 
  Freyja (Freya), Lady of Gold, 
  Goddess of Love and Beauty 
  (Lawful) 
  8 
  Frigg (Frigga) the Beloved, 
  Goddess of the Sky (Lawful) 
  9 
  Heimdallr (Heimdall), Guardian of 
  the Bifrost Bridge (Lawful) 
  10 
  Hel (Hella) of the Halls of the 
  Slain, Goddess of Death (Chaotic) 
  11 
  Idunn Ever-Young (Idun), Goddess 
  of Eternal Youth (Lawful) 
  12 
  Loki the Ensnaring One, God of 
  Mischief and Discord (Chaotic) 
  13 
  Magni the Mighty, God of Strength 
  (Lawful) 
  14 
  Modi the Fearless, God of Courage 
  and Valor (Neutral) 
  15 
  Odin the All Father, Ruler of 
  Asgard (Lawful) 
  16 
  Sif of the Golden Tresses, 
  Goddess of Skill and Mentorship 
  (Lawful) 
  17 
  Thor of the Hammer, God of 
  Thunder (Lawful) 
  18 
  Tyr, God of Law and War (Lawful) 
  19 
  Ullr (Ullr) the Glorious, God of 
  Archery and Hunting (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
   
   
  
  P a g e  | 41
   
   
   
   
  TABLE 3.U 
  The Pegana Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Alhireth-Hotep, Lord of the 
  Ziggurat, Demigod of Liches and 
  Hubris (Chaotic) 
  2 
  Arb-Rin-Hadith, Ascendant Martyr, 
  Demigod of Apotheosis and Sacrifice 
  (Lawful) 
  3 
  Dorozhand, Regarder of the End, 
  God of Destiny (Neutral) 
  4 
  Girbaun the Ash Maker, Godling of 
  the Burning Fires (Neutral) 
  5 
  Hish, the Creeper from the Forest, 
  the Lord of Silence (Chaotic) 
  6 
  Hoodrazai the Unknown, the 
  Silent Beholder, God of Secrets, 
  Silence, and Redemption (Lawful) 
  7 
  Jabim the Finder, Lord of All the 
  Broken Things (Neutral) 
  8 
  Kib, the Sender of Life, God of Life, 
  Change, and Unpredictability 
  (Neutral) 
  9 
  Limpang-Tung, the Ever-Laughing, 
  God of Mirth and Minstrels (Lawful) 
  10 
  Mana-Yood-Sushai, the 
  Unnamable, the Great Slumberer, 
  Creator of Dream and the World of 
  Oldskull (Neutral) 
  11 
  Mung the Sunderer, Lord of All 
  Deaths and God of Retribution 
  (Chaotic) 
  12 
  Roon the Rushing, God of Change, 
  Momentum, and Celerity (Chaotic) 
  13 
  Sagastrion of the Shepherds, 
  Godling of Memory, Longing, and 
  Lost Desire (Neutral) 
  14 
  Sirami, Lord of All Forgetting, 
  God of Oblivion and Nepenthe 
  (Chaotic) 
  15 
  Sish the Destroyer of Hours, God 
  of Time, Ruin, and Decay (Lawful) 
  16 
  Skarl, The Eternal Drummer, the 
  Demiurge, God of Faith and 
  Endurance (Lawful) 
  17 
  Slid, Whose Soul Is by the Sea, God 
  of Oceans, Rivers, and Wanderlust 
  (Chaotic) 
  18 
  Umbool, the Beast of Mung, 
  Godling of Drought, Plague, and 
  Suffering (Chaotic) 
  19 
  Wohoon of the Howls, Godling of 
  the Noises and Warnings (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
  TABLE 3.V 
  The Roman Mythos 
  D20 
  Roll 
  Immortal 
  1 
  Apollo Soranus, Lord of the 
  Firewalkers, God of Sun and 
  Prophecy (Lawful) 
  
  P a g e  | 42
   
   
  2 
  Bacchus of the Thyrsus, God of 
  Wine and Revelry (Neutral) 
  3 
  Cacus the Fire Breather, Demigod 
  of Fire, Giants, and Defiance 
  (Chaotic) 
  4 
  Diana, Goddess of the Beasts and 
  the Forest (Neutral) 
  5 
  Faunus the Horned One, God of 
  Nature and Wild Passion (Chaotic) 
  6 
  Fortuna Faitrix, Goddess of Luck 
  (Chaotic) 
  7 
  Janus the Twice-Gazer, God of 
  Beginnings, Gates, and Endings 
  (Lawful) 
  8 
  Jupiter of the Thunderbolt, Dius 
  Fidius and Foremost of the Gods 
  (Lawful) 
  9 
  Justitia the Blind, Goddess of Law 
  and Justice (Lawful) 
  10 
  Mars Ultor, God of War and 
  Bloodshed (Chaotic) 
  11 
  Mephitis the Befouler, Goddess of 
  Poison and Vapors (Chaotic) 
  12 
  Minerva of the Aegis, Goddess of 
  Wisdom and Protection (Lawful) 
  13 
  Neptune, Lord of the Trident, God 
  of Sea Steeds and the Deeps 
  (Chaotic) 
  14 
  Pluto of the Shadowed Mysteries, 
  God of the Underworld Kingdom 
  (Chaotic) 
  15 
  Silvanus, Forest Strider, God of the 
  Fey Forests and Faerie Creatures 
  (Neutral) 
  16 
  Vediovis of the Sacrifices, God of 
  Castle Oldskull and the Secrets of 
  the Netherworld (Chaotic) 
  17 
  Venus the Ever-Favored, Goddess 
  of Love and Beauty (Neutral) 
  18 
  Vesta the Scroll Keeper, Goddess 
  of Hearths and the Sacred Fire 
  (Lawful) 
  19 
  Virtus the Courageous, God of 
  Men-at-Arms, Soldiers, and Tactics 
  (Neutral) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
   
   
   
  TABLE 3.W 
  The Sumerian Mythos 
  D20 
  Roll 
  Immortal 
  1 
  An the Prime Mover, God of the 
  Heavens (Lawful) 
  2 
  Bau (Baba), Goddess of Healing 
  (Lawful) 
  3 
  Dumuzid (Tammuz) the Demon-
  Sought, God of the Shepherds 
  (Lawful) 
  4 
  Enki, God of Knowledge and the 
  Waters (Lawful) 
  
  P a g e  | 43
   
   
  5 
  Enlil the Transcendent, Supreme 
  God and Lord of the Elements 
  (Lawful) 
  6 
  Ereshkigal (Irkalla), Queen of Kur, 
  Goddess of the Netherworld 
  (Chaotic) 
  7 
  Inanna, Goddess of Love and War 
  (Neutral) 
  8 
  Ki, Goddess of Nature (Neutral) 
  9 
  Kisunu, the Raging One, Lord of 
  the Underworld (Chaotic) 
  10 
  Nammu, Goddess of the Eternal 
  Seas (Chaotic) 
  11 
  Nanna-Sin (Nanna-Suen), God of 
  the Moon (Lawful) 
  12 
  Ningal, Goddess of the Reeds and 
  Marshes (Neutral) 
  13 
  Ninhursag, Goddess of the Earth 
  (Neutral) 
  14 
  Ninlil, Goddess of the Winds 
  (Lawful) 
  15 
  Ninsumun (Ninsun), Goddess of 
  Heroes and Destiny (Lawful) 
  16 
  Ninurta, God of Hunting and 
  Farming (Lawful) 
  17 
  Nisaba, Goddess of Learning and 
  the Harvest (Lawful) 
  18 
  Uttu, Goddess of Weaving and 
  Spiders (Neutral) 
  19 
  Utu (Shamash), God of the Sun 
  (Lawful) 
  20 
  Another deity of this pantheon, or 
  player’s preference 
  (Refer also to the Babylonian mythos. In 
  many ways, the Sumerian, Akkadian, and 
  Babylonian mythoi, and more generally 
  Mesopotamian mythology as a whole, are all 
  intertwined with a confusion of names and 
  originations. Here, I have attempted to 
  preserve the elder names and natures of the 
  gods wherever possible.) 
   
   
   
   
   
   
   
   
  
  P a g e  | 44
   
   
  Chapter VIII: 
  The Dream-Sendings: 
  Understanding Deific 
  Alignment Languages 
  (Supplementary to pg. 19) 
   
   
   
  (Much like the chapter concerning the meaning 
  and use of alignment in the game, this chapter 
  is devoted to a further understanding of an even 
  more cryptic rule: that of the triad of alignment 
  languages, and the implications that universal 
  languages hold for the mortal-driven game world 
  in its entirety. ~K) 
  If the Game Master would like some assistance 
  in emphasizing the importance of alignment in 
  the game, he can rule that all sentient 
  creatures know and accept that they are 
  capable of speaking a Primal Language in 
  addition to their other languages known. 
  The primal language is sometimes referred to 
  as an “Alignment Language” or “Alignment 
  Tongue”, but that is an oversimplification of 
  what the concept actually implies. Primal 
  languages are spoken by the higher powers 
  within the dreams of mortal creatures. They are 
  innately known languages which resonate in 
  the psyche as delivered by the gods of chaos, 
  law, and neutrality to their subjects. These are 
  the “Mother Tongues,” the ancestral languages 
  which existed in the Ago Time of the ancients, 
  when the immortals first taught mortals how to 
  communicate with voice and the written word. 
  Just as human babies begin to learn language 
  during their time in the womb, mortal creatures 
  primitively and innately comprehend the 
  primal language that is spoken by their god or 
  goddess from the very beginning. 
  Primal languages, understood in this manner, 
  create some intriguing wrinkles in the game. A 
  chaotic human and a chaotic dragon who could 
  not normally understand one another can 
  communicate in limited fashion, using the 
  sparse words and empathic sendings of the 
  primal language of chaos. This is because the 
  primal languages are partly verbal, partly 
  somatic (hand signals or facial expressions), 
  and partly a matter of instinctive ancestral 
  memory. 
  The existence of primal languages also allows 
  intelligent creatures to quickly learn the 
  alignments 
  of 
  strangers, 
  too. 
  A 
  chaotic 
  creature, should a lawful PC attempt to 
  communicate with it, will not understand the 
  lawful language spoken but will nevertheless 
  know that the speaker is lawful because of an 
  innate 
  repulsion 
  experienced 
  by 
  hearing 
  another of the three ancient Mother Tongues. 
  Similarly, two strangers who both speak the 
  primal language of neutrality are likely to trust 
  
  P a g e  | 45
   
   
  one another somewhat because they can 
  communicate and know that their philosophies 
  and matters of belief are somewhat the same. 
  Problematically, primal languages cannot be 
  learned after a person matures and the “gods 
  no longer speak to him.” (Clerics are a special 
  case; they refuse to learn other primal 
  languages because to do so would be a grave 
  offense to the trust of their worshipped 
  immortal.) This means that if a character 
  should ever change alignment, the old primal 
  language can no longer be fully used because 
  the empathic element is lost. Worse, the 
  character could not learn the new primal 
  language for his second alignment, either. For 
  example, a lawful character who later follows 
  the path of neutrality would lose his lawful 
  primal language, and would not gain the 
  neutral primal language as compensation for 
  the change. 
  Primal languages are not necessarily realistic, 
  but they are mythic, spiritual, and traditional 
  in the old school game. I personally encourage 
  their use, but because they tend to significantly 
  change the nature and effect of communication 
  within the game, I leave the details here as an 
  optional rule for the GM’s consideration. 
  In interpreting this concept for your games, 
  just be sure to remember: Darmok and Jalad, 
  at Tanagra. 
   
   
  Lastly, it should be noted that the designated 
  term “alignment language” is a game term, not 
  an in-world term. Just as no one living in the 
  fantasy world knows what an “armor class” or 
  a “to hit roll” is, the dream-sent languages are 
  never 
  called 
  “alignment 
  languages” 
  by 
  characters or creatures in the game world. They 
  are referred to as the Infernal Tongue (of 
  Chaos), the Empyrean Tongue (of Law), and the 
  Primal Tongue (of Neutrality). 
   
   
   
  The following tables can be helpful for Game 
  Masters who wish to know which types of 
  monsters (in the Advanced rules) can speak 
  and understand various alignment languages: 
   
  TABLE 4.A 
  Speakers of the Infernal Tongue 
  A 
  (All Chaotic Non-Player Characters) 
  B 
  Bugbear 
  C 
  Chimera (can interpret the language, but 
  cannot speak it) 
  Cyclops 
  D 
  Doppelganger 
  Dragon, Black 
  Dragon, Green 
  Dragon, Red 
  Dragon Turtle 
  E 
  Efreeti, Lesser 
  G 
  Gargoyle 
  Ghoul 
  Giant, Fire 
  Giant, Frost 
  
  P a g e  | 46
   
   
  Giant, Hill 
  Gnoll 
  Goblin 
  H 
  Harpy 
  Hellhound (can interpret the language, but 
  cannot speak it) 
  Hobgoblin 
  K 
  Kobold 
  L 
  Living Statue, Rock (can interpret the 
  language, but cannot speak it) 
  Lycanthrope, Devil Swine 
  Lycanthrope, Wererat 
  Lycanthrope, Werewolf 
  M 
  Manticore 
  Medusa 
  Minotaur 
  Mummy 
  O 
  Ogre 
  Orc 
  S 
  Salamander, Frost 
  Shadow (can interpret the language, but 
  cannot speak it) 
  Spectre (can interpret the language, but 
  cannot speak it) 
  T 
  Thoul 
  Troglodyte 
  Troll 
  V 
  Vampire 
  W 
  Wight (can interpret the language, but 
  cannot speak it) 
  Wraith (can interpret the language, but 
  cannot speak it) 
   
   
   
  TABLE 4.B 
  Speakers of the Empyrean Tongue 
  A 
  (All Lawful Non-Player Characters) 
  B 
  Blink Dog (communicate empathically) 
  D 
  Dragon, Gold 
  G 
  Giant, Storm 
  Gnome (if Lawful) 
  L 
  Living Statue, Crystal (can interpret the 
  language, but cannot speak it) 
  
  P a g e  | 47
   
   
  M 
  Man, Caveman (can interpret the language, 
  but cannot speak it) 
  T 
  Treant 
  U 
  Unicorn (can interpret the language, but 
  cannot speak it) 
   
   
   
  TABLE 4.C 
  Speakers of the Primal Tongue 
  A 
  (All Neutral Non-Player Characters) 
  Ape, White (can interpret the language, but 
  cannot speak it) 
  C 
  Centaur 
  D 
  Djinni, Lesser 
  Dragon, Blue 
  Dragon, Sea 
  Dragon, White 
  Dryad 
  E 
  Elemental (Any) (can interpret the language, 
  but cannot speak it) 
  G 
  Giant, Cloud 
  Giant, Stone 
  Gnome (if Neutral) 
  I 
  Invisible Stalker 
  L 
  Living Statue, Iron (can interpret the 
  language, but cannot speak it) 
  Lizard Man 
  Lycanthrope, Werebear 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  M 
  Merman 
  N 
  Nixie 
  P 
  Pixie 
  S 
  Salamander, Flame 
  W 
  Warp Beast (can interpret the language, but 
  cannot speak it) 
   
  As time passes, the Game Master can add to 
  these primal language lists whenever newly-
  discovered intelligent peoples or monsters are 
  encountered in the game world. 
   
  
  P a g e  | 48
   
   
  Chapter IX: 
  Clearer Determination of 
  Known Languages 
  (Supplementary to pg. 19) 
   
   
  The rules are not entirely clear on when and 
  where characters can learn new languages. 
  Resolution of the puzzle frequently depends not 
  only upon your interpretation, but also on 
  which edition of the rules you happen to be 
  reading. Sometimes, even books belonging to 
  the same edition conflict one another when this 
  matter is addressed; and at other times, the 
  issue is insinuated, but not really addressed at 
  all. 
  Generally and for clarification, there are three 
  approaches that the Game Master might 
  choose to follow: 
  ❖ Basic Language Skills: Each character 
  knows the universal Common Tongue, 
  the appropriate Alignment Language, 
  and any racially-known languages (for 
  demi-humans), as well as any additional 
  languages that the character might be 
  able to learn due to high Intelligence. 
  This easy approach implies that the 
  character grew up with the languages 
  known, while ignoring the possibility of 
  intelligent people learning additional 
  skills over time as they are exposed to 
  new cultures and situations. 
  ❖ Advanced 
  Language 
  Skills: 
  Each 
  character knows only the Common 
  Tongue, the Alignment Language, and 
  racially-known 
  languages. 
  Although 
  high Intelligence indicates that the 
  character can learn more in the future, 
  these additional (foreign) languages 
  must 
  be 
  learned 
  in 
  appropriate 
  circumstances after the game begins. 
  This approach gives every character the 
  same background experience, based on 
  race. Future learning is opted for, but 
  the rewards for high intelligence are 
  postponed for the time being. 
  ❖ Oldskull Language Skills: This is a 
  combination of the two methods above 
  which I’ve personally developed and use 
  for 
  maximum 
  flexibility. 
  In 
  this 
  approach, each level 1 Player Character 
  knows the following normal languages: 
  Common, the Alignment Language, and 
  (for demi-humans) any racial languages 
  as well. Additionally, the player can – 
  level 1, before play begins – add one or 
  more additional foreign languages to this 
  repertoire, based on the character’s 
  personal Intelligence. Any language slots 
  that remain unfilled after this before-
  play selection can, during play, be filled 
  whenever the character learns a new 
  language in appropriate circumstances. 
  ❖ (These approaches do not however 
  address the optional rule of other 
  foreign, and chiefly human, languages in 
  the game world. In that case, any 
  additional known languages based on a 
  character’s home realm or nationality 
  
  P a g e  | 49
   
   
  would be decided upon by the GM, as 
  appropriate to his or her campaign.) 
   
   
  Depending on the chosen approach your Game 
  Master decides upon, the player can either 
  select preferred additional languages for a 
  starting Player Character, or roll randomly to 
  determine them. 
  In either case, the player should justify the 
  linguistic knowledge with a brief note in the 
  character’s backstory. For instance, a human 
  might know the elvish language because her 
  family was allied with a gray elf enclave. Or, she 
  might know the goblin tongue because she was 
  kidnapped by goblins as a child, and escaped 
  after a time. The details are up to you. 
  If in justifying languages known you’d rather 
  not come up with something dramatic, history 
  tells us that children pick up other languages 
  very quickly “through osmosis” if they are 
  frequently exposed to speakers in day-to-day 
  life. Therefore, any bustling city, caravansary, 
  or trading post – where many cultures interact 
  using a variety of languages and signs as a 
  matter of course – will be a logical place for 
  “random” languages to be picked up by youths 
  through hearing and witnessing trade deals, 
  storytelling of exotic lands, and various casual 
  modes of friendly conversation. 
   
   
   
  Here is a Basic / Expert table for initial foreign 
  languages which can be known, and their 
  relative commonality: 
   
  TABLE 5.A 
  Random Language Determination 
  D100 
  Roll 
  Rarity 
  Language 
  01-04 Uncommon 
  Bugbear (also spoken 
  by goblins) 
  05-06 Rare 
  Centaur 
  07-08 Rare 
  Draconic (all 
  dragons)* 
  09-10 Rare 
  Dryadic (also spoken 
  by centaurs and 
  satyrs) 
  11-16 Common 
  Dwarvish 
  17-22 Common 
  Elvish 
  23-24 Rare 
  Fire Giant 
  25-26 Rare 
  Frost Giant 
  27-28 Rare 
  Gargoyle 
  29-32 Uncommon 
  Giantish (all giants)* 
  33-36 Uncommon 
  Gnoll 
  37-40 Uncommon 
  Gnomish 
  41-44 Uncommon 
  Goblin (also spoken 
  by bugbears and 
  hobgoblins)* 
  45-50 Common 
  Halfling 
  51-52 Rare 
  Hill Giant 
  53-58 Common 
  Halfling 
  59-62 Uncommon 
  Hobgoblin (also 
  spoken by goblins 
  and thouls) 
  63-66 Uncommon 
  Kobold 
  67-68 Rare 
  Lizard Man 
  69-70 Rare 
  Lycanthropic (all 
  lycanthropes) 
  71-72 Rare 
  Manticore 
  73-76 Uncommon 
  Merman 
  77-80 Uncommon 
  Ogre 
  81-86 Common 
  Orcish* 
  87-88 Rare 
  Satyr (can be 
  interpreted, but can 
  
  P a g e  | 50
   
   
  only be spoken by 
  elves) 
  89-90 Rare 
  Stone Giant 
  91-92 Rare 
  Stone Tongue (spoken 
  by cavemen, 
  understood by white 
  apes) 
  93-94 Rare 
  Troll 
  95-00 Very Rare Language: Roll 1D100 
  again to determine the language 
  type: 
  ❖ [01-03] Black Dragon 
  ❖ [04-06] Blink Dog (can be 
  interpreted, but can only be 
  spoken by gnomes) 
  ❖ [07-09] Blue Dragon 
  ❖ [10-12] Cloud Giant 
  ❖ [13-15] Cyclopean 
  ❖ [16-18] Devil Swine (also 
  spoken by wereboars) 
  ❖ [19-21] Djinn 
  ❖ [22-24] Doppelganger 
  ❖ [25-27] Efreet 
  ❖ [28-31] Ghoul Meeping (also 
  spoken by thouls) 
  ❖ [32-34] Gold Dragon 
  ❖ [35-37] Green Dragon 
  ❖ [38-40] Harpy 
  ❖ [41-43] Invisible Stalker 
  ❖ [44-46] Medusa 
  ❖ [47-49] Minotaur 
  ❖ [50-52] Nixie 
  ❖ [53-55] Old Treantish (things 
  take a very long time … to … 
  say) 
  ❖ [56-58] Pixie (also spoken by 
  sprites) 
  ❖ [59-61] Red Dragon (can be 
  understood, but not spoken, 
  by chimeras) 
  ❖ [62-64] Salamander (spoken 
  by flame and frost 
  salamanders) 
  ❖ [65-67] Sea Dragon (also 
  spoken by dragon turtles) 
  ❖ [68-70] Sprite (also spoken 
  by pixies) 
  ❖ [71-73] Storm Giant 
  ❖ [74-76] Troglodyte 
  ❖ [77-79] Unicorn 
  ❖ [80-82] Warp Beast 
  ❖ [83-85] Werebear 
  ❖ [86-88] Wereboar (also 
  spoken by devil swine) 
  ❖ [89-91] Wererat 
  ❖ [92-94] Weretiger 
  ❖ [95-97] Werewolf 
  ❖ [98-00] White Dragon 
   
   
  * These languages are, arguably, some of the 
  most valuable ones that a wandering and well-
  spoken adventurer can learn. 
   
  Duplicate results on this table should either be 
  rerolled, or alternately (at the GM’s option) can 
  indicate an enhanced fluency in the double-
  rolled language in question. 
   
   
   
  Speakers of the Common Tongue 
  The Common Tongue is just that; it is a Latin-
  like language that is preferentially used by 
  many different cultures, particularly in terms 
  of understanding foreigners, glyphs, sigils, and 
  researched scrolls and tomes. 
  
  P a g e  | 51
   
   
  As such, almost all civilized peoples and most 
  humanoid (or demi-human) cultures know, or 
  at least understand, a smattering of Common. 
  Keep in mind too that 20% of individual 
  intelligent monsters also know and speak the 
  Common Tongue, even if their species is not 
  listed below. 
  The following monster types always know the 
  Common language: 
   
  TABLE 5.B 
  Speakers of the Common Tongue 
  C 
  Centaur 
  D 
  Djinni, Lesser 
  Doppelganger 
  Dragon, Black 
  Dragon, Blue 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Red 
  Dragon, White 
  Dryad 
  E 
  Efreeti, Lesser 
  G 
  Giant, Hill 
  Giant, Stone 
  Gnome 
  Golem (Any) (can accept simple commands 
  from their creator, but cannot speak) 
  H 
  Halfling 
  L 
  Living Statue (can interpret the language, 
  but cannot speak it) 
  Lycanthrope (Any) 
  M 
  Manticore (rudimentary) 
  Merman 
  Mummy 
  N 
  Non-Player Character Clerics (Acolytes, etc.) 
  Non-Player Character Fighters (Berserkers, 
  Brigands, Buccaneers, Dervishes, Nobles, 
  Nomads, Pirates, Traders, Veterans, etc.) 
  Non-Player Character Magic-Users 
  (Mediums, etc.) 
  Non-Player Character Thieves (Bandits, etc.) 
  Normal Humans (Merchants, etc.) 
  S 
  Shadow (can interpret the language, but not 
  speak it) 
  Skeleton (can accept simple commands from 
  their creator, but not speak) 
  Spectre (can interpret the language, but not 
  speak it) 
  V 
  Vampire 
  W 
  Wight (can interpret the language, but not 
  speak it) 
  Wraith (can interpret the language, but not 
  speak it) 
  Z 
  Zombie (can accept simple commands from 
  their creator, but not speak) 
   
   
   
  
  P a g e  | 52
   
   
  Animals and Monsters Without Languages 
  The following monster types have no known 
  spoken language: 
   
  TABLE 5.C 
  Animals and Monsters Without 
  Languages 
  B 
  Basilisk 
  Bat (Any) 
  Bear (Any) 
  Beetle, Giant (Any) 
  Black Pudding 
  Boar (capable of accepting commands) 
  C 
  Caecilia 
  Camel (capable of accepting commands) 
  Carcass Crawler 
  Cave Locust 
  Centipede, Giant 
  Cockatrice 
  Crab, Giant 
  Crocodile (Any) 
  D 
  Driver Ant 
  E 
  Elemental (Any) (capable of accepting 
  commands) 
  Elephant (capable of accepting commands) 
  F 
  Ferret, Giant (capable of accepting 
  commands) 
  Fish, Giant (Any) 
  G 
  Gelatinous Cube 
  Gorgon (capable of accepting commands) 
  Gray Ooze 
  Great Cat (Any) (capable of accepting 
  commands) 
  Green Slime 
  Griffon (capable of accepting commands) 
  H 
  Hawk (Any) (capable of accepting 
  commands) 
  Hellhound (capable of understanding the 
  fire giant language) 
  Herd Animal (Any) 
  Hippogriff (capable of accepting commands) 
  Horse (Any) (capable of accepting 
  commands) 
  Hydra (Any) 
  I 
  Insect Swarm 
  K 
  Killer Bee 
  L 
  Leech, Giant 
  Lizard, Giant (Any) 
  M 
  Mastodon (capable of accepting commands) 
  Mule (capable of accepting commands) 
  O 
  Ochre Jelly 
  Octopus, Giant 
  Owlbear (capable of accepting commands) 
  P 
  Pegasus (capable of accepting commands) 
  Pterosaur (Any) 
  Purple Worm 
  R 
  Rat (Any) 
  Rhagodessa 
  Rhinoceros (Any) 
  Robber Fly 
  Roc (Any) (capable of accepting commands) 
  Rock Baboon (capable of accepting 
  commands) 
  Rust Monster 
  S 
  Scorpion, Giant 
  Sea Serpent, Lesser 
  Shark (Any) 
  Shrew, Giant 
  
  P a g e  | 53
   
   
  Shrieker 
  Snake (Any) 
  Spider, Giant (Any) 
  Squid, Giant 
  Stegosaurus 
  Stirge 
  T 
  Titanothere 
  Toad, Giant 
  Triceratops 
  Tyrannosaurus Rex 
  W 
  Water Termite (Any) 
  Weasel, Giant (capable of accepting 
  commands) 
  Whale (Any) 
  Wolf (Any) (capable of accepting commands) 
  Wyvern (capable of accepting commands) 
  Y 
  Yellow Mold 
   
  Additional monster types added to the game 
  can be added to these lists by considering the 
  general guidelines (a monster’s alignment, 
  intelligence, and alliances with other races). 
   
  Chapter X: 
  Starting Gold Determined 
  by Alignment, Race, and 
  Character Class 
  (Optional rule, supplementary to pg. 15) 
   
  In the Basic rules, all level 1 Player Characters 
  begin the game with 3D6 x 10 (30 to 180) gold 
  pieces to their name. However in the more in-
  depth Advanced rules, the amount of gold 
  varies according to the character’s class. 
  Game Masters who decide to apply the relevant 
  Advanced rules will note in review that fighters 
  will almost always have enough gold to afford 
  quality weapons and armor, furthering their 
  survivability. Meanwhile, clerics will possess a 
  “normal” amount of gold; magic-users will have 
  a rather limited supply gold (but will always 
  possess their spell books, and will not require 
  purchases of armor or expensive weapons); and 
  thieves will have quite a limited share of gold 
  (thereby explaining perhaps their greed as a 
  result of hardship and life circumstances, while 
  nevertheless making it fairly difficult for them 
  to afford the needed equipment for their trade). 
  The decision of approach is really up to the GM. 
  The Advanced rule promotes teamwork, but 
  relatively deprived Player Characters may 
  initially suffer on a more individual level. 
  
  P a g e  | 54
   
   
  Regardless of the GM’s decision and any 
  circumstances, the players should always be 
  allowed to pool their gold if they wish to do so, 
  for example to ensure that all characters begin 
  play with the best armor they can afford. This 
  team-oriented approach can also make the 
  purchase of specialized equipment (tools, holy 
  water vials, etc.) – and perhaps even mounts or 
  other beasts of burden – more feasible for low-
  level characters. 
   
  TABLE 6 
  Starting Gold for Player Characters 
  Starting Gold for Clerics 
  ❖ Cleric PCs begin the game with a 
  standard amount of gold (3D6 x 10), 
  30 to 180 pieces. 
  ❖ The average amount of starting gold 
  is 105 gp. 
  Starting Gold for Dwarves 
  ❖ In the Basic game, dwarves are 
  technically demi-human fighters. 
  Therefore, they begin the game with 
  fighter-quality gold. 
  ❖ Dwarf PCs begin the game with an 
  increased amount of gold (5D4 x 10), 
  50 to 200 gold pieces. 
  ❖ The average amount of starting gold 
  is 125 gp. 
  Starting Gold for Elves 
  ❖ In the Basic game, elves are 
  technically fighter / magic-users. Per 
  rules clarification, due to their fighter 
  background they begin the game with 
  fighter-quality gold. 
  ❖ Elf PCs begin the game with an 
  increased amount of gold (5D4 x 10), 
  50 to 200 gold pieces. 
  ❖ The average amount of starting gold 
  is 125 gp. 
  Starting Gold for Fighters 
  ❖ Fighter PCs begin the game with an 
  increased amount of gold (5D4 x 10), 
  50 to 200 gold pieces. 
  ❖ The average amount of starting gold 
  is 125 gp. 
  Starting Gold for Halflings 
  ❖ In the Basic game, halflings are 
  technically demi-human fighters. 
  Therefore, they begin the game with 
  fighter-quality gold. 
  ❖ Halfling PCs begin the game with an 
  increased amount of gold (5D4 x 10), 
  50 to 200 gold pieces. 
  ❖ The average amount of starting gold 
  is 125 gp. 
  Starting Gold for Magic-Users 
  ❖ Magic-user PCs begin the game with 
  a decreased amount of gold (2D4 x 
  10), 20 to 80 gold pieces. 
  ❖ The average amount of starting gold 
  is 50 gp. 
  ❖ The magic-user also begins the game 
  with his or her valuable spell book as 
  a gift from a wizardly mentor. 
  Starting Gold for Thieves 
  ❖ Thief PCs begin the game with a 
  decreased amount of gold (2D6 x 10), 
  20 to 120 gold pieces. 
  ❖ The average amount of starting gold 
  is 70 gp. 
   
   
   
  
  P a g e  | 55
   
   
  Chapter XI: 
  First and Given Names for 
  Characters 
  (Supplementary to pg. 15) 
   
  An important question now arises. What will 
  your favored hero or villain soon be called 
  throughout the lands? Naming a character, at 
  times, can be a surprisingly difficult process. 
  For those days when you need inspiration and 
  you’re drawing a blank, or none of your 
  deliberated-upon choices really seem to fit, you 
  can fall back on my favorite “old reliable” 
  method … do some research of myth and 
  history, ignore the bad, remember the good, 
  and come up with a list of real medieval names 
  until you find something that you like. Then roll 
  randomly and see which of the “best” options 
  rises to the surface. As with many tough 
  decisions, you’ll always know the right and 
  perfect one when you see it. 
  Here, much of the research has already been 
  done for you. Name selections from various 
  times and cultures have been simplified in 
  these tables so that you can roll 1D20 to select 
  a name with ease 
  If you find some of these options to be too 
  mundane, you can use the classic authorial 
  trick of changing the spelling of a common 
  name while keeping the sound; therefore 
  “John” becomes “Jon”, “Sarah” can become 
  “Cera”, and so forth. This gives you the best of 
  both worlds, with an in-game name that fits 
  and a table name that’s easy on the ears. Feel 
  free to modify the spelling a bit until you come 
  up with something that seems perfectly right 
  and just for you. 
   
   
   
  Names for Non-Human Characters 
  As a recommendation from the World of 
  Oldskull campaign, I recommend names for 
  demi-human characters as follows: 
  ❖ Dwarves can use the Norse name table, 
  or a table for a culture that dwells in 
  mountains or highlands (for example, 
  the Scottish name table). 
  ❖ Elves can use the Celtic name table, or 
  a table for a culture that dwells in glades 
  or forests (for example, the Welsh name 
  table). 
  ❖ Halflings can use the Shire and Pastoral 
  name table, or a table for a culture that 
  dwells in plains or meadows (for 
  example, the English name table). 
   
   
   
  TABLE 7.A 
  Ancient Egyptian Names 
  (Oldskull Aegyptus, Khom, Stygia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Addaya 
  Aat 
  2 
  Ahmes 
  Amenia 
  3 
  Amenhotep 
  Aya 
  4 
  Baqet 
  Behenu 
  5 
  Dagi 
  Duatentopet 
  6 
  Dedi 
  Gilukhipa 
  7 
  Djoser 
  Hatshepsut 
  8 
  Hannu 
  Hemetre 
  
  P a g e  | 56
   
   
  9 
  Harkhuf 
  Herneith 
  10 
  Hepu 
  Hetepheres 
  11 
  Imhotep 
  Iaret 
  12 
  Kamose 
  Iset 
  13 
  Kheti 
  Khensa 
  14 
  Meketre 
  Kiya 
  15 
  Meru 
  Maatkare 
  16 
  Osorkon 
  Meresankh 
  17 
  Qenna 
  Nebtu 
  18 
  Raneb 
  Qalhata 
  19 
  Setau 
  Sitamun 
  20 
  Zamonth 
  Tadibast 
   
  TABLE 7.B 
  Ancient Indian Names 
  (Oldskull Indus Reaches) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Abhiru 
  Amalaa 
  2 
  Ashoka 
  Balaji 
  3 
  Bahu 
  Citrai 
  4 
  Candra 
  Datti 
  5 
  Caru 
  Gayathri 
  6 
  Devaki 
  Girni 
  7 
  Ekada 
  Hamsi 
  8 
  Gaur 
  Kumaradevi 
  9 
  Haran 
  Lakshmi 
  10 
  Jagnu 
  Madhu 
  11 
  Kalidasa 
  Nalini 
  12 
  Narasimha 
  Prabhavati 
  13 
  Puru 
  Radhe 
  14 
  Ranjit 
  Rajni 
  15 
  Riju 
  Sharath 
  16 
  Samudra 
  Sumathi 
  17 
  Tarun 
  Talaa 
  18 
  Upavi 
  Urvashi 
  19 
  Vasan 
  Vadavaa 
  20 
  Visri 
  Yashodevi 
   
   
   
   
   
  TABLE 7.C 
  Classical Greek Names 
  (Oldskull Achaea, Macedonia, Thracia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Acron 
  Aedesia 
  2 
  Arion 
  Aesara 
  3 
  Bolus 
  Anaxandra 
  4 
  Calliphon 
  Asteria 
  5 
  Demetrius 
  Bromia 
  6 
  Euphorion 
  Caliadne 
  7 
  Galen 
  Eirene 
  8 
  Hephaestion 
  Eudora 
  9 
  Iasus 
  Glauce 
  10 
  Karanus 
  Hesperia 
  11 
  Leonidas 
  Iynx 
  12 
  Meleager 
  Metis 
  13 
  Nicander 
  Nicaea 
  14 
  Palladas 
  Pasithea 
  15 
  Satyros 
  Phoebe 
  16 
  Solon 
  Thalia 
  17 
  Theodorus 
  Thysa 
  18 
  Xenocles 
  Urania 
  19 
  Xenophon 
  Xanthe 
  20 
  Zosimas 
  Zenobia 
   
   
   
  
  P a g e  | 57
   
   
  TABLE 7.D 
  Classical Roman Names 
  (Oldskull Tyrrhenia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Agrippa 
  Appia 
  2 
  Aulus 
  Aula 
  3 
  Decimus 
  Decima 
  4 
  Gaius 
  Fausta 
  5 
  Hostus 
  Gnaea 
  6 
  Lucius 
  Hostia 
  7 
  Manius 
  Lucia 
  8 
  Marcus 
  Marcia 
  9 
  Numerius 
  Maxima 
  10 
  Octavius 
  Nona 
  11 
  Paullus 
  Numeria 
  12 
  Proculus 
  Octavia 
  13 
  Quintus 
  Prima 
  14 
  Septimus 
  Secunda 
  15 
  Servius 
  Statia 
  16 
  Statius 
  Tiberia 
  17 
  Tiberius 
  Tulla 
  18 
  Titus 
  Vibia 
  19 
  Vibius 
  Volusa 
  20 
  Vopiscus 
  Vopisca 
   
  TABLE 7.E 
  Evocative African Names 
  (Oldskull Afrik) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Abamu 
  Akua 
  2 
  Alonge 
  Atosa 
  3 
  Chuma 
  Bahati 
  4 
  Ebo 
  Chiwa 
  5 
  Jaramogi 
  Disebo 
  6 
  Kwami 
  Efura 
  7 
  Kwende 
  Isoke 
  8 
  Mbingu 
  Jata 
  9 
  Muthemba 
  Kifaa 
  10 
  Ngozi 
  Moraa 
  11 
  Ngunda 
  Nyathera 
  12 
  Omorede 
  Oseye 
  13 
  Sokoro 
  Panyin 
  14 
  Tebogo 
  Sroda 
  15 
  Thota 
  Teema 
  16 
  Unika 
  Tsebo 
  17 
  Wanjala 
  Uloma 
  18 
  Watende 
  Uwimana 
  19 
  Xola 
  Yetunde 
  20 
  Yawo 
  Zuna 
   
   
  TABLE 7.F 
  Evocative Native American Names 
  (Oldskull Terra Nova) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Ahtola 
  Adsila 
  2 
  Baral 
  Chapawee 
  3 
  Chaska 
  Cheyoka 
  4 
  Chata 
  Dezba 
  5 
  Chuslum 
  Guyan 
  6 
  Hopocan 
  Kai 
  7 
  Idquahon 
  Liak 
  8 
  Kusinut 
  Mapiya 
  
  P a g e  | 58
   
   
  9 
  Minimic 
  Menasha 
  10 
  Nakai 
  Nakee 
  11 
  Nanook 
  Neche 
  12 
  Neshoba 
  Neenah 
  13 
  Quanah 
  Odina 
  14 
  Samaset 
  Owanah 
  15 
  Sawam 
  Sheauga 
  16 
  Tamaque 
  Sthaga 
  17 
  Tekonsha 
  Talutah 
  18 
  Tsela 
  Walemquela 
  19 
  Waunake 
  Wasula 
  20 
  Wawasha 
  Yanaha 
   
   
   
   
  TABLE 7.G 
  Medieval Aztec Names 
  (Oldskull Aztlan, Terran Nova) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Amantalan 
  Atototl 
  2 
  Axolohua 
  Centehua 
  3 
  Cacama 
  Cihuaton 
  4 
  Coatl 
  Coaxoch 
  5 
  Cocozca 
  Izel 
  6 
  Cuapan 
  Malinche 
  7 
  Itzcoatl 
  Necahual 
  8 
  Matlal 
  Nenetl 
  9 
  Pizotzin 
  Oxomoc 
  10 
  Quauhtli 
  Papan 
  11 
  Temoctzin 
  Tepin 
  12 
  Tizoc 
  Teyacapan 
  13 
  Tohil 
  Tlacoehua 
  14 
  Tochtli 
  Tlacotl 
  15 
  Tototl 
  Tlalli 
  16 
  Tzompan 
  Tonalnan 
  17 
  Xochitl 
  Xiomara 
  18 
  Xocoyol 
  Xoco 
  19 
  Yaotl 
  Yacotzin 
  20 
  Zolin 
  Yoltzin 
   
  TABLE 7.H 
  Medieval Celtic Names 
  (Oldskull Gallia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Agedillios 
  Adnamu 
  2 
  Andosteni 
  Aduorix 
  3 
  Ateponius 
  Anderica 
  4 
  Banui 
  Borissa 
  5 
  Cottius 
  Cotu 
  6 
  Criciro 
  Dania 
  7 
  Dagillus 
  Eppaxta 
  8 
  Epatus 
  Genna 
  9 
  Gabrus 
  Gnatia 
  10 
  Licnos 
  Inderca 
  11 
  Martalos 
  Leuca 
  12 
  Orgetorix 
  Leucona 
  13 
  Remicus 
  Loucita 
  14 
  Sagillus 
  Mata 
  
  P a g e  | 59
   
   
  15 
  Samais 
  Nama 
  16 
  Talius 
  Rematia 
  17 
  Toutio 
  Sila 
  18 
  Velorius 
  Sumela 
  19 
  Vercombogius 
  Tancorix 
  20 
  Vopiscus 
  Viccu 
   
   
  TABLE 7.I 
  Medieval Chinese Names 
  (Oldskull Cathay, Seres) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  An 
  Bei 
  2 
  Bau 
  Ching 
  3 
  Chyang 
  Dzai 
  4 
  Dzu 
  Feng 
  5 
  Fang 
  Gwei 
  6 
  Gan 
  Hwan 
  7 
  Hwang 
  Jen 
  8 
  Jeng 
  Li 
  9 
  Lung 
  Ling 
  10 
  Lyan 
  Mei 
  11 
  Ming 
  Nan 
  12 
  Peng 
  Pei 
  13 
  Shau 
  Rwei 
  14 
  Syung 
  Shu 
  15 
  Tai 
  Tan 
  16 
  Tsai 
  Ting 
  17 
  Wei 
  Wan 
  18 
  Wu 
  Yin 
  19 
  Yang 
  Zhye 
  20 
  Zhin 
  Zhywan 
   
  TABLE 7.J 
  Medieval English Names (I) 
  (Oldskull Britannia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Adam 
  Agnes 
  2 
  Alan 
  Alice 
  3 
  Geoffrey 
  Amice 
  4 
  Gilbert 
  Avice 
  5 
  Henry 
  Beatrice 
  6 
  Hugh 
  Cecily 
  7 
  John 
  Christiana 
  8 
  Nicholas 
  Eleanor 
  9 
  Peter 
  Emma 
  10 
  Phillip 
  Isabel 
  11 
  Ranulf 
  Iseult 
  12 
  Reginald 
  Joan 
  13 
  Richard 
  Juliana 
  14 
  Robert 
  Lucia 
  15 
  Roger 
  Margaret 
  16 
  Simon 
  Margery 
  17 
  Stephen 
  Matilda 
  18 
  Thomas 
  Rohesia 
  19 
  Walter 
  Sabina 
  20 
  William 
  Sara 
   
   
   
  
  P a g e  | 60
   
   
  TABLE 7.K 
  Medieval English Names (II) 
  (Oldskull Cambria) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Adam 
  Angharad 
  2 
  Bleddyn 
  Dyddgu 
  3 
  Cydifor 
  Eva 
  4 
  Cynwrig 
  Ewerich 
  5 
  David 
  Generys 
  6 
  Einion 
  Gwenhwyfar 
  7 
  Griffri 
  Gwenllian 
  8 
  Gronw 
  Gwerfyl 
  9 
  Gwion 
  Gwladus 
  10 
  Gwyn 
  Hunydd 
  11 
  Ieuan 
  Leweke 
  12 
  Ifor 
  Lleucu 
  13 
  Iorwerth 
  Mabilia 
  14 
  Ithel 
  Madrun 
  15 
  John 
  Morfudd 
  16 
  Llylwelyn 
  Morwith 
  17 
  Madog 
  Perweur 
  18 
  Rhiryd 
  Tangwystl 
  19 
  Seisyll 
  Tudgech 
  20 
  Ynyr 
  Wledyr 
   
  TABLE 7.L 
  Medieval Finnish Names 
  (Oldskull Finnia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Aarnikka 
  Adelitsa 
  2 
  Asikko 
  Agnes 
  3 
  Aslak 
  Dorathea 
  4 
  Berend 
  Elin 
  5 
  Bertil 
  Elseby 
  6 
  Bjorn 
  Gertrud 
  7 
  Erik 
  Greta 
  8 
  Ervasti 
  Gudlog 
  9 
  Haakon 
  Ingrid 
  10 
  Hasikka 
  Johanna 
  11 
  Heikki 
  Katariina 
  12 
  Henrik 
  Lapsa 
  13 
  Johannes 
  Lucia 
  14 
  Kauppi 
  Margit 
  15 
  Luukas 
  Marta 
  16 
  Menikko 
  Miksitar 
  17 
  Pentti 
  Rikitsa 
  18 
  Reko 
  Sigrid 
  19 
  Tuokki 
  Suomi 
  20 
  Vamma 
  Venla 
   
   
   
  TABLE 7.M 
  Medieval French Names 
  (Oldskull Aquitania) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Abelard 
  Agnes 
  2 
  Adhemar 
  Alice 
  3 
  Alain 
  Blanche 
  4 
  Baudouin 
  Constance 
  5 
  Chretien 
  Eglantine 
  6 
  Emmanuel 
  Eleanor 
  7 
  Galland 
  Fabrice 
  
  P a g e  | 61
   
   
  8 
  Gautier 
  Gabrielle 
  9 
  Geoffroy 
  Isabeau 
  10 
  Guillaume 
  Isabelle 
  11 
  Guy 
  Jeanne 
  12 
  Henri 
  Marguerite 
  13 
  Hugues 
  Mathena 
  14 
  Jean 
  Matilda 
  15 
  Mathieu 
  Maude 
  16 
  Othon 
  Oisille 
  17 
  Pierre 
  Rixende 
  18 
  Rannulf 
  Serena 
  19 
  Robert 
  Sybilla 
  20 
  Valentin 
  Vuissance 
   
  TABLE 7.N 
  Medieval German Names 
  (Oldskull Teutonia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Albrecht 
  Adelheid 
  2 
  Balthasar 
  Agnes 
  3 
  Conrad 
  Anna 
  4 
  Dietrich 
  Barbara 
  5 
  Eberhard 
  Christine 
  6 
  Friedrich 
  Elisabeth 
  7 
  Georg 
  Gerhaus 
  8 
  Heinrich 
  Hedwig 
  9 
  Hermann 
  Ilse 
  10 
  Johannes 
  Katharina 
  11 
  Konrad 
  Kirsten 
  12 
  Michael 
  Kunigunde 
  13 
  Nikolaus 
  Lena 
  14 
  Peter 
  Margarete 
  15 
  Reinhard 
  Osanna 
  16 
  Siegfrid 
  Osterhild 
  17 
  Ulrich 
  Sabine 
  18 
  Volkmar 
  Ursula 
  19 
  Walther 
  Veronica 
  20 
  Wolfhart 
  Ysentrude 
   
   
   
   
   
  TABLE 7.O 
  Medieval Irish Names 
  (Oldskull Hibernia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Aodh 
  Aine 
  2 
  Brian 
  Bebinn 
  3 
  Cathal 
  Caitlin 
  4 
  Concobhnar 
  Caitriona 
  5 
  Conn 
  Derbail 
  6 
  Domhnall 
  Elinora 
  7 
  Donn 
  Fionnghuala 
  8 
  Eoghan 
  Gormlaith 
  9 
  Finghin 
  Grainne 
  10 
  Iomhar 
  Imag 
  11 
  Maol 
  Maire 
  12 
  Niall 
  Mairghread 
  13 
  Ogan 
  Mor 
  
  P a g e  | 62
   
   
  14 
  Parthalan 
  Nuala 
  15 
  Raghnall 
  Onora 
  16 
  Seamus 
  Sadb 
  17 
  Sean 
  Searlait 
  18 
  Tadhgh 
  Siban 
  19 
  Tomaltach 
  Sorcha 
  20 
  Uilliam 
  Una 
   
  TABLE 7.P 
  Medieval Inca Names 
  (Oldskull Tawantinsuyu, Terra Nova) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Apo 
  Anas 
  2 
  Atoc 
  Anta 
  3 
  Canchari 
  Azca 
  4 
  Cariapata 
  Cari 
  5 
  Challco 
  Cava 
  6 
  Guacra 
  Caya 
  7 
  Hualpa 
  Choque 
  8 
  Huaman 
  Cura 
  9 
  Illaquitta 
  Inguill 
  10 
  Manco 
  Machi 
  11 
  Maras 
  Marca 
  12 
  Paucar 
  Ocllo 
  13 
  Puya 
  Ozcollo 
  14 
  Quilaco 
  Pinca 
  15 
  Roca 
  Quenti 
  16 
  Ronpa 
  Rava 
  17 
  Tanqui 
  Runtu 
  18 
  Tiso 
  Siza 
  19 
  Uturuncu 
  Uritu 
  20 
  Yamqui 
  Yaci 
   
  TABLE 7.Q 
  Medieval Italian Names 
  (Oldskull Tyrrhenia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Antonio 
  Amata 
  2 
  Bartolomeo 
  Antonia 
  3 
  Bernardo 
  Benvenuta 
  4 
  Bonacorso 
  Berta 
  5 
  Corso 
  Bona 
  6 
  Damiano 
  Bruna 
  7 
  Francesco 
  Clara 
  8 
  Gherardo 
  Flore 
  9 
  Giovanni 
  Giana 
  10 
  Guido 
  Isabetta 
  11 
  Iacopo 
  Letitia 
  12 
  Lodovico 
  Lorita 
  13 
  Lorenzo 
  Massaria 
  14 
  Orlando 
  Nicola 
  15 
  Piero 
  Oradina 
  16 
  Rafaello 
  Pelegrina 
  17 
  Silvestro 
  Rosana 
  18 
  Tancredi 
  Sibilia 
  19 
  Tomaso 
  Verde 
  20 
  Ugo 
  Versilia 
   
  TABLE 7.R 
  Medieval Japanese Names 
  (Oldskull Nippon) 
  D20 
  Roll 
  Male 
  Name 
  Female 
  Name 
  Second D20 
  Roll 
  1 
  Ari- 
  Ada- 
  -atsu 
  
  P a g e  | 63
   
   
  2 
  Chi- 
  Ai- 
  -bumi 
  3 
  Fuji- 
  Cho- 
  -gane 
  4 
  Fuyu- 
  Fumi- 
  -hisa 
  5 
  Hama- 
  Hana- 
  -ishi 
  6 
  Haru- 
  Hiko- 
  -jiro 
  7 
  Hiro- 
  Jun- 
  -kado 
  8 
  Masa- 
  Kata- 
  -kage 
  9 
  Michi- 
  Kei- 
  -maro 
  10 
  Mitsu- 
  Kuki- 
  -mune 
  11 
  Mochi- 
  Mai- 
  -mura 
  12 
  Moto- 
  Mori- 
  -naga 
  13 
  Nobu- 
  Nami- 
  -naka 
  14 
  Nori- 
  Natsu- 
  -saka 
  15 
  Sada- 
  Sumi- 
  -sato 
  16 
  Suke- 
  Tane- 
  -taka 
  17 
  Taka- 
  Teru- 
  -toki 
  18 
  Tsugu- 
  Tsura- 
  -toyo 
  19 
  Uchi- 
  Yuki- 
  -tsune 
  20 
  Yoshi- 
  Yuri- 
  -zumi 
   
  (For medieval Japanese names, roll twice on 
  the table, and then combine the two names in 
  hyphenated form.) 
   
  TABLE 7.S 
  Medieval Norse Names 
  (Oldskull Dania, Islandia, Midgard, 
  Norvegia, Suecia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Asmundr 
  Asdis 
  2 
  Bjorn 
  Bryndis 
  3 
  Einarr 
  Elfrithr 
  4 
  Floki 
  Freyleif 
  5 
  Gellir 
  Guthrun 
  6 
  Grimr 
  Helga 
  7 
  Helgi 
  Jorunn 
  8 
  Ketill 
  Katla 
  9 
  Njall 
  Myrun 
  10 
  Orn 
  Ormhildr 
  11 
  Ragnarr 
  Rannveig 
  12 
  Sigfastr 
  Solvor 
  13 
  Skagi 
  Svana 
  14 
  Steinarr 
  Thora 
  15 
  Thorbjorn 
  Thorunn 
  16 
  Thorgeirr 
  Ulfrun 
  17 
  Thorkell 
  Valgerthr 
  18 
  Thrain 
  Vigdis 
  19 
  Ulfar 
  Yngvildr 
  20 
  Vali 
  Yrr 
   
   
   
  TABLE 7.T 
  Medieval Russian Names 
  (Oldskull Rus) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Aleksandr 
  Alexandra 
  2 
  Alexei 
  Anastasia 
  3 
  Andrei 
  Anya 
  
  P a g e  | 64
   
   
  4 
  Boris 
  Domna 
  5 
  Dimitri 
  Elena 
  6 
  Fedor 
  Galina 
  7 
  Georgii 
  Irinia 
  8 
  Grigorii 
  Ksenia 
  9 
  Iakov 
  Larisa 
  10 
  Ivan 
  Lyudmila 
  11 
  Maxim 
  Natalya 
  12 
  Mixail 
  Nedelika 
  13 
  Nikolai 
  Olga 
  14 
  Oleg 
  Raisa 
  15 
  Sergei 
  Sonya 
  16 
  Stepan 
  Svetlana 
  17 
  Vasili 
  Tamara 
  18 
  Vladimir 
  Tatiana 
  19 
  Vladislav 
  Valentina 
  20 
  Yuri 
  Vera 
   
  TABLE 7.U 
  Medieval Scottish Names 
  (Oldskull Caledonia) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Alasdar 
  Afraig 
  2 
  Alexander 
  Agnes 
  3 
  Aonghus 
  Annabell 
  4 
  Andrew 
  Caitriona 
  5 
  David 
  Cristiane 
  6 
  Domhnall 
  Elizabeth 
  7 
  Duncan 
  Ellen 
  8 
  Eoghan 
  Iosbail 
  9 
  Fearghus 
  Isabel 
  10 
  Gilbert 
  Jonet 
  11 
  Griogair 
  Katherine 
  12 
  James 
  Mairghread 
  13 
  John 
  Margaret 
  14 
  Lochloinn 
  Marion 
  15 
  Maghnus 
  Marjorie 
  16 
  Raghnall 
  Maude 
  17 
  Robert 
  Mor 
  18 
  Roibeard 
  Muirgheal 
  19 
  Thomas 
  Raghnailt 
  20 
  William 
  Sitheag 
   
  TABLE 7.V 
  Pre-Medieval Mayan Names 
  (Oldskull Terra Nova) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Ah-Ahau 
  Ix-Ahau 
  2 
  Ah-Baat 
  Ix-Baat 
  3 
  Ah-Balam 
  Ix-Balam 
  4 
  Ah-Cauac 
  Ix-Cauac 
  5 
  Ah-Chacal 
  Ix-Chacal 
  6 
  Ah-Chan 
  Ix-Chan 
  7 
  Ah-Ek 
  Ix-Ek 
  8 
  Ah-Hom 
  Ix-Hom 
  9 
  Ah-Kanal 
  Ix-Kanal 
  10 
  Ah-Lac 
  Ix-Lac 
  11 
  Ah-Moch 
  Ix-Moch 
  12 
  Ah-Muyal 
  Ix-Muyal 
  13 
  Ah-Nohol 
  Ix-Nohol 
  14 
  Ah-Nucuch 
  Ix-Nucuch 
  15 
  Ah-Pacal 
  Ix-Pacal 
  16 
  Ah-Sastun 
  Ix-Sastun 
  17 
  Ah-Tahal 
  Ix-Tahal 
  18 
  Ah-Tzek 
  Ix-Tzek 
  19 
  Ah-Xaman 
  Ix-Xaman 
  20 
  Ah-Yaxal 
  Ix-Yaxal 
   
  TABLE 7.W 
  Shireborn and Pastoral Names 
  (Oldskull Halflings) 
  D20 
  Roll Male Name 
  Female Name 
  1 
  Andwise 
  Adamante 
  2 
  Bandobras 
  Amaranth 
  3 
  Belgo 
  Asphodel 
  4 
  Dinodas 
  Belladonna 
  5 
  Drogo 
  Cammeline 
  6 
  Falco 
  Celandine 
  7 
  Ferdibrand 
  Diamonde 
  8 
  Gaffen 
  Doraline 
  9 
  Gerontius 
  Eglantine 
  10 
  Gundal 
  Esmerelda 
  11 
  Halfred 
  Estella 
  12 
  Hamfast 
  Golde 
  13 
  Hildigrim 
  Lilia 
  
  P a g e  | 65
   
   
  14 
  Isembold 
  Lobelia 
  15 
  Isengrim 
  Marigold 
  16 
  Lotho 
  Mirabelle 
  17 
  Meriadoc 
  Primrose 
  18 
  Odo 
  Rosamund 
  19 
  Otho 
  Tanta 
  20 
  Saradas 
  Willow 
   
  Names from other cultures can be easily found 
  in library materials, or online. However, be sure 
  to include the terms “ancient”, “classical” 
  and/or “medieval” to your searches, and do 
  favor historical sites over child naming sites if 
  you want a modicum of accuracy in the results 
  that you will find. 
   
   
   
   
   
  Chapter XII: 
  Memorable Epithets for 
  Characters 
  (Supplementary to pg. 15) 
   
  In addition to a given and family name, each 
  character should have a distinctive epithet, or 
  nickname. “Aric” for example does not sound 
  quite as fun and evocative as “Aric the 
  Unready” … who sounds entirely different from 
  “Aric the Vile.” Adding an epithet is one of the 
  easiest ways to turn an uninteresting and 
  underdeveloped character into a unique and 
  memorable individual. 
  (You can also research medieval family and 
  clan names if you like, but as this Kelly will tell 
  you from experience you may find the results 
  to 
  be 
  rather 
  uninspiring. 
  Epithets 
  and 
  nicknames are frequently better suited to your 
  individual character, regardless of family name 
  or bloodline.) 
  You can either opt for a heroic epithet, and 
  hope that your PC endures long enough to live 
  to up to it; or, you could also consider the 
  nicknames and titles that mark a character as 
  flawed, underestimated, or simply cruel and 
  nasty. Remember that an epithet is received 
  from one’s friends, family, companions and 
  enemies … the nickname is commonly an 
  indicator of how others view the character. 
  In time, weak epithets can easily be replaced by 
  strong ones as the character proves himself 
  and grows in power. 
   
  Random Epithet Selection 
  In selecting an appropriate epithet for your 
  character, I recommend rolling on three 
  different tables in accordance with the PC’s 
  unique nature: 
  ❖ Admirable Trait: The table for your 
  character’s highest ability score. 
  
  P a g e  | 66
   
   
  ❖ Negative Trait: The table for your 
  character’s lowest ability score. 
  ❖ Behavioral Trait: The table for your 
  character’s chosen alignment. 
   
  From the resultant three options, you can then 
  select the one epithet that you find most 
  appealing. 
  Happy rolling, and do have fun with the naming 
  system. It can be quite entertaining, especially 
  if you’re willing to consider the more unusual 
  implications … 
   
   
  TABLE 8.A 
  Epithets for High Strength 
  D20 
  Roll Admirable Epithet 
  1 
  The Bear 
  2 
  The Behemoth 
  3 
  The Besieger 
  4 
  The Bold 
  5 
  The Conqueror 
  6 
  The Daunting 
  7 
  The Doughty 
  8 
  The Fearsome 
  9 
  The Foe Cleaver 
  10 
  The Hammer 
  11 
  The Indomitable 
  12 
  The Lion 
  13 
  The Maul 
  14 
  The Mighty 
  15 
  The Mountain 
  16 
  The Stalwart 
  17 
  The Sunderer 
  18 
  The Unconquerable 
  19 
  The Vanquisher 
  20 
  The Victorious 
   
  TABLE 8.B 
  Epithets for Low Strength 
  D20 
  Roll Negative Epithet 
  1 
  The Decrepit 
  2 
  The Elder 
  3 
  The Enfeebled 
  4 
  The Forceless 
  5 
  The Fragile 
  6 
  The Frail 
  7 
  The Gaunt 
  8 
  The Impuissant 
  9 
  The Incapable 
  10 
  The Inferior 
  11 
  The Little 
  12 
  The Mouse 
  13 
  The Old 
  14 
  The Powerless 
  15 
  The Scraggy 
  16 
  The Small 
  
  P a g e  | 67
   
   
  17 
  The Strengthless 
  18 
  The Unsound 
  19 
  The Vulnerable 
  20 
  The Weak 
   
   
   
  TABLE 8.C 
  Epithets for High Intelligence 
  D20 
  Roll Admirable Epithet 
  1 
  The Adept 
  2 
  The All-Knowing 
  3 
  The Brilliant 
  4 
  The Clever 
  5 
  The Contemplator 
  6 
  The Cunning 
  7 
  The Dreamer 
  8 
  The Erudite 
  9 
  The Gifted 
  10 
  The Learned 
  11 
  The Magister 
  12 
  The Masterful 
  13 
  The Profound 
  14 
  The Sagely 
  15 
  The Scholar 
  16 
  The Sharp-Witted 
  17 
  The Shrewd 
  18 
  The Wily 
  19 
  The Wizened 
  20 
  The Wondering 
   
  TABLE 8.D 
  Epithets for Low Intelligence 
  D20 
  Roll Negative Epithet 
  1 
  The Addlebrained 
  2 
  The Baffled 
  3 
  The Challenged 
  4 
  The Dazed 
  5 
  The Dim 
  6 
  The Feebleminded 
  7 
  The Forgetful 
  8 
  The Half-Wit 
  9 
  The Ill-Advised 
  10 
  The Insensate 
  11 
  The Naïve 
  12 
  The Oblivious 
  13 
  The Obtuse 
  14 
  The Preposterous 
  15 
  The Simple 
  16 
  The Stolid 
  17 
  The Superfluous 
  18 
  The Thoughtless 
  19 
  The Witless 
  20 
  The Woolgatherer 
   
  TABLE 8.E 
  Epithets for High Wisdom 
  D20 
  Roll Admirable Epithet 
  1 
  The All-Seeing 
  2 
  The Ancient Soul 
  3 
  The Beholder 
  4 
  The Enlightened 
  5 
  The Far-Sighted 
  6 
  The Hierophantic 
  7 
  The Illumined 
  8 
  The Inspired 
  
  P a g e  | 68
   
   
  9 
  The Judicious 
  10 
  The Philosopher 
  11 
  The Prophetic 
  12 
  The Revelatory 
  13 
  The Sagely 
  14 
  The Seer 
  15 
  The Serene 
  16 
  The Sophister 
  17 
  The Spirit Walker 
  18 
  The Sublime 
  19 
  The Visionary 
  20 
  The Worldly 
   
   
   
  TABLE 8.F 
  Epithets for Low Wisdom 
  D20 
  Roll Negative Epithet 
  1 
  The Absurd 
  2 
  The Astray 
  3 
  The Cretin 
  4 
  The Daft 
  5 
  The Faithless 
  6 
  The Fool 
  7 
  The Impatient 
  8 
  The Imprudent 
  9 
  The Incomprehensible 
  10 
  The Insolent 
  11 
  The Lost 
  12 
  The Ludicrous 
  13 
  The Misled 
  14 
  The Rash 
  15 
  The Reckless 
  16 
  The Ridiculed 
  17 
  The Tomfool 
  18 
  The Unaware 
  19 
  The Unfound 
  20 
  The Unlearned 
   
  TABLE 8.G 
  Epithets for High Dexterity 
  D20 
  Roll Admirable Epithet 
  1 
  The Agile 
  2 
  The Archer 
  3 
  The Catlike 
  4 
  The Fleet-Footed 
  5 
  The Hawk 
  6 
  The Juggler 
  7 
  The Lethal 
  8 
  The Lucky 
  9 
  The Nimble 
  10 
  The Perilous 
  11 
  The Serpentine 
  12 
  The Skulker 
  13 
  The Swift 
  14 
  The Unavoidable 
  15 
  The Unerring 
  16 
  The Viperous 
  17 
  The Vorpal 
  18 
  The Whirling 
  19 
  The Wind Dancer 
  20 
  The Zephyr 
   
  TABLE 8.H 
  Epithets for Low Dexterity 
  D20 
  Roll Negative Epithet 
  1 
  The Blind 
  2 
  The Bumbling 
  3 
  The Clumsy 
  4 
  The Crooked 
  5 
  The Empty-Handed 
  6 
  The Gnarled 
  7 
  The Graceless 
  8 
  The Hamstrung 
  9 
  The Hobbling 
  
  P a g e  | 69
   
   
  10 
  The Imperiled 
  11 
  The Inelegant 
  12 
  The Laggard 
  13 
  The Maladroit 
  14 
  The Mangled 
  15 
  The Plodding 
  16 
  The Ponderous 
  17 
  The Sluggish 
  18 
  The Unfortunate 
  19 
  The Unlucky 
  20 
  The Unsteady 
   
   
   
  TABLE 8.I 
  Epithets for High Constitution 
  D20 
  Roll Admirable Epithet 
  1 
  The Adamant 
  2 
  The Dauntless 
  3 
  The Deathless 
  4 
  The Delver 
  5 
  The Doughty 
  6 
  The Enduring 
  7 
  The Hale-Hearted 
  8 
  The Intrepid 
  9 
  The Invincible 
  10 
  The Persevering 
  11 
  The Rugged 
  12 
  The Staunch-Hearted 
  13 
  The Steadfast 
  14 
  The Survivor 
  15 
  The Unbreakable 
  16 
  The Unconquerable 
  17 
  The Undaunted 
  18 
  The Undying 
  19 
  The Unvanquished 
  20 
  The Young 
   
  TABLE 8.J 
  Epithets for Low Constitution 
  D20 
  Roll Negative Epithet 
  1 
  The Ashen 
  2 
  The Bloodless 
  3 
  The Broken 
  4 
  The Decayed 
  5 
  The Doomed 
  6 
  The Embrittled 
  7 
  The Hag-Ridden 
  8 
  The Haggard 
  9 
  The Hungerer 
  10 
  The Infested 
  11 
  The Necrotic 
  12 
  The Pale 
  13 
  The Pest-Ridden 
  14 
  The Ruined 
  15 
  The Scabrous 
  16 
  The Tortured 
  17 
  The Tremulous 
  18 
  The Unready 
  19 
  The Withered 
  20 
  The Worn 
   
  
  P a g e  | 70
   
   
  TABLE 8.K 
  Epithets for High Charisma 
  D20 
  Roll Admirable Epithet 
  1 
  The Alluring 
  2 
  The Awe-Inspiring 
  3 
  The Beguiler 
  4 
  The Beloved 
  5 
  The Bewitcher 
  6 
  The Commanding 
  7 
  The Ennobled 
  8 
  The Entrancer 
  9 
  The Exalted 
  10 
  The Fair 
  11 
  The Gloried 
  12 
  The Immaculate 
  13 
  The Imposing 
  14 
  The Laughing 
  15 
  The Persuader 
  16 
  The Radiant 
  17 
  The Silver-Tongued 
  18 
  The Tempter 
  19 
  The Unforgettable 
  20 
  The Vain 
   
   
   
  TABLE 8.L 
  Epithets for Low Charisma 
  D20 
  Roll Admirable Epithet 
  1 
  The Abhorrent 
  2 
  The Artless 
  3 
  The Brute 
  4 
  The Charnel 
  5 
  The Despised 
  6 
  The Dog 
  7 
  The Exile 
  8 
  The Forgotten 
  9 
  The Gruesome 
  10 
  The Hunchbacked 
  11 
  The Loathsome 
  12 
  The Lowly 
  13 
  The Repellent 
  14 
  The Scarred 
  15 
  The Squalid 
  16 
  The Unforgiven 
  17 
  The Unsought 
  18 
  The Unwelcome 
  19 
  The Vile 
  20 
  The Wretched 
   
  TABLE 8.M 
  Epithets of Chaos 
  D20 
  Roll Behavioral Epithet 
  1 
  The Brazen 
  2 
  The Charlatan 
  3 
  The Cruel 
  4 
  The Deceiver 
  5 
  The Faceless 
  6 
  The Free-Hearted 
  7 
  The Idolater 
  8 
  The Mad 
  9 
  The Manxome 
  10 
  The Mysterious 
  11 
  The Oath Breaker 
  12 
  The Rabble-Rouser 
  13 
  The Shadowed 
  14 
  The Shrouded One 
  15 
  The Storm Bringer 
  16 
  The Tempestuous 
  
  P a g e  | 71
   
   
  17 
  The Trickster 
  18 
  The Unbeliever 
  19 
  The Untamed 
  20 
  The Wanderer 
   
   
   
  TABLE 8.N 
  Epithets of Law 
  D20 
  Roll Behavioral Epithet 
  1 
  Of the Edict 
  2 
  Of the Order 
  3 
  The Adjudicator 
  4 
  The Codifier 
  5 
  The Diligent 
  6 
  The Enforcer 
  7 
  The Forbidding 
  8 
  The Iconoclast 
  9 
  The Inflexible 
  10 
  The Just 
  11 
  The Justifier 
  12 
  The Magisterial 
  13 
  The Oath Keeper 
  14 
  The Proud 
  15 
  The Reverent 
  16 
  The Severe 
  17 
  The Somber 
  18 
  The Unwavering 
  19 
  The Vigilant 
  20 
  The Zealous 
   
  TABLE 8.O 
  Epithets of Neutrality 
  D20 
  Roll Behavioral Epithet 
  1 
  Of the Balance 
  2 
  The Anchorite 
  3 
  The Banished 
  4 
  The Conciliator 
  5 
  The Concordant 
  6 
  The Diplomatic 
  7 
  The Emissary 
  8 
  The Equitable 
  9 
  The Evenhanded 
  10 
  The Fair-Minded 
  11 
  The Graymalkin 
  12 
  The Mild 
  13 
  The Outsider 
  14 
  The Pillarine 
  15 
  The Reasonable 
  16 
  The Reconciler 
  17 
  The Redeemed 
  18 
  The Tolerant 
  19 
  The Tranquil 
  20 
  The Undecided 
   
   
   
   
  
  P a g e  | 72
   
   
  Chapter XIII: 
  Adventurer Skills and 
  Trades 
  (Supplementary to pg. 15) 
   
   
  Skills, when considered in the context of the 
  game, are a double-edged sword. It should be 
  noted that as adventurers, Player Characters 
  will never be as skilled as artisan professionals 
  who reside in a town for life to master their 
  chosen trade. Nevertheless, it can be useful to 
  know the professional or apprenticed skill that 
  a young PC grew up with, for several reasons: 
  an understanding of character background, a 
  rich source of role-playing opportunities, and 
  as a handy descriptor that the Game Master 
  can quickly consider when evaluating the 
  potential success or failure of heroic efforts 
  during an adventure. 
  The skills listed here are very general, with no 
  rules attached. A lot of the application of such 
  knowledge is implied, and you can surely think 
  up useful associated traits as you consider 
  what a tradesman actually does with the 
  talents that he possesses. An adventuring 
  character who hails from early experiences with 
  the blacksmithing trade, for example, would 
  certainly have above-average knowledge of 
  ways to repair weapons, or to quickly fashion 
  crude improvised pieces (such as hooks or 
  hammers), and so forth. He or should would 
  also likely be able to appraise the value of 
  metalwork, and so discern the intended 
  purpose of various discovered iron implements 
  and tools. 
   
  Skill Sets for Demi-Human Characters 
  In addition to these human considerations, we 
  should also remember that most demi-humans 
  spend decades of their young lives either living 
  away from humanity, or in mixed environments 
  where human company is limited in preference 
  to the racial enclave. Therefore, to enhance the 
  distinctiveness of each common character race, 
  the following tables are separated into unique 
  thematic selections for dwarves, elves, and 
  halflings, as well as humans. 
  In using these tables, I recommend that you roll 
  twice for each character, with a duplicated 
  result indicating that you can pick the second 
  skill of your preference using the more 
  extensive Human Skills and Trades Table as 
  presented hereafter. 
  
  P a g e  | 73
   
   
  TABLE 9.A 
  Dwarven Skills and Trades 
  D20 
  Roll Skill or Trade 
  1 
  Beast Speaker (Animal Handler) 
  2 
  Blood Binder (Healing / First Aid) 
  3 
  Crystal Speaker (Gem Cutter) 
  4 
  Deep Delver (Miner) 
  5 
  Dragon Warder (Draconian Lore) 
  6 
  Elf-Friend (Diplomat / Linguist) 
  7 
  Forge Vigil (Weaponsmith) 
  8 
  Giant Killer (Giant Lore) 
  9 
  Goblin Slayer (Humanoid Lore) 
  10 
  Hammer-Helm (Armorer) 
  11 
  Hoard Master (Goldsmith) 
  12 
  Ironmonger (Blacksmith) 
  13 
  Rune Master (Dwarven History) 
  14 
  Sigil Keeper (Jeweler) 
  15 
  Silver Master (Merchant / Trader) 
  16 
  Spire Climber (Mountaineer) 
  17 
  Stone Master (Architect / Builder) 
  18 
  Stone Shadow (Roguery / Deception) 
  19 
  Venom Warder (Antidote Lore) 
  20 
  Wide-Wanderer (Survival Skills) 
  ❖ Alternately, the player may opt 
  to roll on the Human Skills and 
  Trades table. 
   
   
   
  TABLE 9.B 
  Elven Skills and Trades 
  D20 
  Roll Skill or Trade 
  1 
  Aegis Maker (Armorer) 
  2 
  Alliance Keeper (Diplomat / Linguist) 
  3 
  Arbor Whisperer (Tree Lore) 
  4 
  Arcane Artisan (Magic Item Lore) 
  5 
  Arcanist (Spell Lore) 
  6 
  Archer (Bowyer / Fletcher) 
  7 
  Beast Binder (Animal Handler) 
  8 
  Emerald Whisperer (Herbalist) 
  9 
  Faerie Lorist (Fey Lore) 
  10 
  Foe Ender (Humanoid Lore) 
  11 
  Griffon Keeper (Magical Beast Lore) 
  12 
  Hide Master (Leatherworker) 
  13 
  Lore Weaver (Elven History) 
  14 
  Mantle Maker (Tailor / Weaver) 
  15 
  Path Threader (Forester / Survivalist) 
  16 
  Pool Seer (Omens / Prophecies) 
  17 
  Salve Singer (Healing / First Aid) 
  18 
  Shadowborn (Stealth / Deception) 
  19 
  Silver Sword (Weaponsmith) 
  20 
  Vine Weaver (Viticulturist) 
  ❖ Alternately, the player may opt 
  to roll on the Human Skills and 
  Trades table. 
   
   
   
  TABLE 9.C 
  Halfling Skills and Trades 
  D20 
  Roll Skill or Trade 
  1 
  Blade Beater (Weaponsmith) 
  2 
  Bounder (Scouting / Tracking) 
  3 
  Brewer (Drink Making) 
  4 
  Burglar (Roguery / Deception) 
  5 
  Burrow Builder (Architect) 
  6 
  Goodfellow (Merchant / Trader) 
  7 
  Goodly Cook (Food Making) 
  8 
  Greengrower (Herbalist) 
  9 
  Hide Handler (Leatherworker) 
  
  P a g e  | 74
   
   
  10 
  Hound Keeper (Animal Handler) 
  11 
  Map Scribe (Cartographer) 
  12 
  Merryhammer (Blacksmith) 
  13 
  Ostler / Goodwife (Rumormongering) 
  14 
  Pipeweed Grower (Spice Merchant) 
  15 
  River Minder (Navigation) 
  16 
  Rows’ Minder (Farmer) 
  17 
  Shire Reeve Descendant (Law) 
  18 
  Storyteller (Halfling History) 
  19 
  Stream Keeper (Fishing) 
  20 
  Woodcrafter (Woodworker) 
  ❖ Alternately, the player may opt 
  to roll on the Human Skills and 
  Trades table. 
   
   
   
  TABLE 9.D 
  Human Skills and Trades 
  D100 
  Roll 
  Skill or Trade 
  01 
  Accipitary / Falconer 
  02 
  Actor / Impersonator 
  03 
  Agister / Horse Tamer / Stabler 
  04 
  All Spice / Spice Merchant 
  05 
  Ambassador / Diplomat / 
  Negotiator 
  06-07 Amber Cutter / Gem Cutter / 
  Gemner / Lapidary 
  08 
  Animal Handler / Drover / Muleteer 
  09 
  Animal Keeper / Husbandman 
  10 
  Animal Trainer / Bear Ward / Beast 
  Master / Kennel Master 
  11-12 Apothecary / Archiator / Healer 
  13 
  Apparitor / Appraiser / Collector / 
  Curiosity Seller 
  14 
  Arbalester / Atilliator / Crossbow 
  Maker 
  15 
  Arborist / Forester 
  16 
  Archaeologist / Relic Seeker / Tomb 
  Hunter 
  17 
  Architect / Builder 
  18-19 Armorer / Armorsmith / Frobisher 
  20 
  Artist / Draftsman / Sculptor 
  21 
  Astrologer / Astronomer 
  22-23 Auctioneer / Barterer / Duffer / 
  Fulker / Peddler / Trader 
  24 
  Aurifaber / Goldsmith 
  25 
  Axeman / Feller / Woodcutter 
  26 
  Bagman / Merchant / 
  Merchantman 
  27 
  Baker / Baxter / Furner 
  28 
  Bargeman / Keeler / Keelman 
  29 
  Barrister / Law Keeper / Lawyer / 
  Notary 
  30-31 Basil Worker / Cordwainer / 
  Leatherworker 
  32 
  Binder / Book Maker / Bookbinder 
  33 
  Bird Catcher / Bird Lorist / Fowler 
  34-35 Blacksmith / Forgeman / 
  Hammerman 
  36-37 Bladesmith / Halberdier / Hansard 
  / Swordsmith / Weaponsmith 
  38 
  Bloodletter / Bonesetter / 
  Leechman / Healer 
  39 
  Blower / Bottle Maker / 
  Glassblower / Glazier / Verrier 
  40 
  Boatmaker / Boatwright / 
  Shipwright 
  41 
  Bodger / Club Maker 
  42 
  Bodyguard / Guard / Sentry 
  43-44 Bone Picker / Mudlark / Ragman / 
  Scavenger 
  45-46 Borler / Seamster / Tailor / Textor 
  / Weaver 
  47 
  Bow Maker / Bowyer / Fletcher 
  48 
  Braumeister / Brewer 
  49 
  Buffoon / Entertainer / Jester 
  
  P a g e  | 75
   
   
  50 
  Buryman / Gravedigger / 
  Resurrectionist 
  51 
  Butcher / Carnifex / Fleshewer 
  52 
  Cafender / Carpenter / Joiner 
  53-54 Calligrapher / Inker / Scribe 
  55 
  Candle Maker / Chandler / 
  Waxchandler 
  56 
  Caretaker / Watcher / Watchman 
  57-58 Cartographer / Mapmaker 
  59 
  Carter / Cartwright 
  60 
  Charlatan / Deceiver / Fast Talker 
  / Swindler 
  61 
  Chaunter / Singer 
  62 
  Chef / Cook / Provisioner / Stewer 
  63 
  Chowder / Fisherman / 
  Fishmonger / Netter 
  64 
  Chronologist / Historian / Lore 
  Master 
  65 
  Clayman / Potter 
  66 
  Coalman / Delver / Digger / Miner 
  67 
  Crystal Gazer / Diviner / Fortune 
  Teller 
  68 
  Currier / Furrier / Tanner 
  69 
  Dexter / Dyer / Tinctor 
  70 
  Dream Walker / Dreamlander / 
  Redar 
  71 
  Escapist / Funambulist / 
  Legerdemainist / Palmer 
  72 
  Farmer 
  73 
  Flinter / Knapper / Stone Crafter 
  74 
  Freighter / Teamster 
  75 
  Gambler / Oddsman / Trickster 
  76 
  Gardener / Herbalist 
  77 
  Ghost Hunter / Vampire Hunter 
  78 
  Guide / Pathfinder / Scout / 
  Tracker 
  79 
  Harper / Lutanist / Lyrist / 
  Musician / Musicker 
  80 
  Hunter 
  81 
  Illuminator / Limner / Miniaturist / 
  Painter 
  82 
  Impersonator / Mimic / Voice 
  Thrower 
  83 
  Innkeeper / Ostler / Rumormonger 
  84 
  Ivorist / Ivory Worker 
  85 
  Jewel Master / Jeweler 
  86 
  Laborer / Worker 
  87 
  Lutemaker / Luthier 
  88 
  Mariner / Navigator / Sailor 
  89 
  Mason / Stonecutter / Stonemason 
  90 
  Mentor / Teacher / Tutor 
  91 
  Pack Handler / Porter / Stevedore 
  92 
  Pilot / River Navigator / Riverman 
  93 
  Playwright / Researcher / Writer 
  94 
  Rope Maker / Roper 
  95 
  Scrimer / Weapons Master / 
  Weapons Trainer 
  96 
  Shield Maker / Shieldwright 
  97 
  Silversmith 
  98 
  Steerer / Wagoner / Wainwright 
  99 
  Wood Worker / Woodcarver / 
  Woodmonger 
  00 
  Capable Eccentric / Self-Taught 
  (Player’s Choice) 
   
   
   
   
   
   
  
  P a g e  | 76
   
   
  Chapter XIV: 
  Social Standing for 
  Beginning Player 
  Characters 
  (Optional rule, supplementary to pg. 15) 
   
  The question of where your character came 
  from can be an uncomfortably contentious one 
  in many circumstances. In many classically-
  minded games, the wider social backdrop of the 
  fantasy world is largely inconsequential. The 
  unfazed Player Characters simply wander 
  through abstract scenery in between stories, 
  from dungeon to dungeon, or off through the 
  wilderness, while only using towns and cities 
  as places for recovery or bases of operation. 
  That’s a fine way to play, and – truth be told – 
  it’s a method that I sometimes prefer because 
  it brings on a lot fewer headaches down the 
  road. 
  In more immersive campaigns where the group 
  wants more, however, the social aspects of life 
  in the world at large can become very important 
  indeed. If you’re in one of those play groups 
  where the Game Master decides to develop a 
  vaster and deeper world for your characters to 
  interact with beyond the dungeons, it becomes 
  very helpful to know precisely what your PC’s 
  starting social standing level will be. 
  (You might want to always be a noble, but once 
  you see just how little adventure nobles really 
  get to experience in the day-to-day, you might 
  well think otherwise …) 
  Social standing has no significant impact on 
  the game rules. However, it does answer a lot 
  of potential questions, such as … 
  ❖ What is my character’s place in the 
  world? 
  ❖ Who are my character’s peers? 
  ❖ If I improve my character’s standing 
  and renown, what is the next-higher 
  tier of respect? 
  ❖ If my character performs evil deeds in 
  society, what is the next-lowest tier of 
  respect? 
  ❖ How nice is my character’s house, if 
  any? 
  ❖ How do peasants, yeomen, and nobles 
  regard my character if we’ve never met 
  before? 
   
   
   
  The Initial Social Standing Level 
  A starting social standing level is basically a 
  prejudicial default, which is based on how your 
  character’s alignment, race, and class are 
  collectively 
  regarded 
  by 
  the 
  surrounding 
  culture at large. Your place in the world is fixed 
  based on your familial background and level of 
  wealth, until you decide to change for yourself. 
  As the game proceeds and you (as the Player 
  Character) gain experience levels, your social 
  
  P a g e  | 77
   
   
  standing will likely increase quite noticeably as 
  decided by the Game Master. However, be 
  aware that particularly nefarious deeds – such 
  as the murder of innocents, or burning down a 
  village – will decrease your character’s standing 
  as word gets out. 
   
   
   
  The Twelve Tiers of a Medieval Fantasy 
  Society 
  The tiers, or hierarchies, of social standing are 
  numbered and titled as follows: 
   
  TABLE 10.A 
  The Social Standing Tiers of Society 
  Tier Description 
  0 
  The Under-Caste (notorious 
  criminals and the accursed) 
  1 
  The Downtrodden Lower Class 
  (beggars, slaves, and the 
  untouchables) 
  2 
  The Struggling Lower Class 
  (laborers, peasantry, and peddlers) 
  3 
  The Accepted Lower Class (lesser 
  citizenry, including commoners, 
  farmers, and tradesmen) 
  4 
  The Working Middle Class (worthy 
  and enfranchised citizens, including 
  merchants and skilled craftsmen) 
  5 
  The Respected Middle Class 
  (gentlefolk and respected citizenry, 
  including skilled artisans and 
  prosperous folk) 
  6 
  The Esteemed Middle Class 
  (honored citizenry and worthies, 
  including bankers, magistrates, the 
  priesthood, and some mid-level NPCs 
  of common background) 
  7 
  The Upper Class (champions, 
  exemplars, high magistrates, scions, 
  and some high-level NPCs of common 
  background) 
  8 
  The Lesser Nobility (baronets, 
  knights, landless nobles, peerage, 
  and some gentry) 
  9 
  The Aristocracy (barons, viscounts) 
  10 
  The Ruling Elite (counts, dukes, 
  lesser princes, and regents) 
  11 
  Royalty (archdukes, emperors, 
  empresses, kings, and queens) 
   
   
  
  P a g e  | 78
   
   
  In colloquial and conversational terms, tiers 1 
  through 3 are considered as “lower class”; tiers 
  4 through 6 are “middle class”; tiers 7 through 
  9 are “upper class”; and tiers 10 and 11 are “the 
  elite”. Tier zero is numbered as such because 
  to most law-abiding people, the individuals 
  with that designation are not even considered 
  as worthy members of a society. 
   
   
   
  Starting Social Standing Levels 
  The initial social standing tiers of level 1 Player 
  Characters are designated at the beginning of 
  the game based on class, race, and alignment 
  as follows: 
  TABLE 10.B 
  Starting Social Standing Levels 
  Class / 
  Race 
  Alignment 
  Social Standing 
  Tier 
  Cleric 
  Chaotic 
  4 (Working 
  Middle Class) 
  Cleric 
  Lawful 
  6 (Esteemed 
  Middle Class) 
  Cleric 
  Neutral 
  5 (Respected 
  Middle Class) 
  Dwarf 
  Chaotic 
  3 (Accepted 
  Lower Class) 
  Dwarf 
  Lawful 
  5 (Respected 
  Middle Class) 
  Dwarf 
  Neutral 
  4 (Working 
  Middle Class) 
  Elf 
  Chaotic 
  4 (Working 
  Middle Class) 
  Elf 
  Lawful 
  6 (Esteemed 
  Middle Class) 
  Elf 
  Neutral 
  5 (Respected 
  Middle Class) 
  Fighter 
  Chaotic 
  2 (Struggling 
  Lower Class) 
  Fighter 
  Lawful 
  4 (Working 
  Middle Class) 
  Fighter 
  Neutral 
  3 (Accepted 
  Lower Class) 
  Halfling 
  Chaotic 
  2 (Struggling 
  Lower Class) 
  Halfling 
  Lawful 
  4 (Working 
  Middle Class) 
  Halfling 
  Neutral 
  3 (Accepted 
  Lower Class) 
  Magic-User 
  Chaotic 
  3 (Accepted 
  Lower Class) 
  Magic-User 
  Lawful 
  5 (Respected 
  Middle Class) 
  Magic-User 
  Neutral 
  4 (Working 
  Middle Class) 
  Thief 
  Chaotic 
  1 (Downtrodden 
  Lower Class) 
  Thief 
  Lawful 
  2 (Struggling 
  Lower Class) 
  Thief 
  Neutral 
  1 (Downtrodden 
  Lower Class) 
  
  P a g e  | 79
   
   
  Individuals in Advantageous Circumstances 
  The starting tiers given above will be modified 
  for those fortunate individuals who initially find 
  themselves in advantageous circumstances. 
  This special category only includes those PCs 
  who begin the game with both an above-
  average amount of starting gold (as noted in the 
  earlier chapter on starting wealth), and who 
  also possess a Charisma score of 15 or higher. 
  For those Player Characters who meet both of 
  these requirements, a +1 starting tier of social 
  standing is granted at level 1 before play 
  begins. For example, a lawful halfling typically 
  begins the game at tier 4 (working middle 
  class). But if the character has above-average 
  gold and also a Charisma score of 16, the +1 
  bonus for advantageous circumstances would 
  immediately raise that individual’s preliminary 
  standing above his or her peers, granting tier 5 
  (respected middle class). 
  Therefore, as we review and consider the effects 
  of advantageous circumstances and the given 
  ranges of starting wealth: 
  ❖ Clerics begin the game at +1 social 
  standing if they have 110+ starting gold 
  and also CHA 15 to 18. 
  ❖ Dwarves begin the game at +1 social 
  standing if they have 130+ starting gold 
  and also CHA 15 to 18. 
  ❖ Elves begin the game at +1 social 
  standing if they have 130+ starting gold 
  and also CHA 15 to 18. 
  ❖ Fighters begin the game at +1 social 
  standing if they have 130+ starting gold 
  and also CHA 15 to 18. 
  ❖ Halflings begin the game at +1 social 
  standing if they have 130+ starting gold 
  and also CHA 15 to 18. 
  ❖ Magic-Users begin the game at +1 
  social standing if they have 60+ starting 
  gold and also CHA 15 to 18. 
  ❖ Thieves begin the game at +1 social 
  standing if they have 80+ starting gold 
  and also CHA 15 to 18. 
   
   
   
  For those GMs who have opted to use the Basic 
  starting gold amount of 30-180 pieces for all 
  characters, the average amount of starting gold 
  is then 105, meaning that any character 
  beginning the game with 110 to 180 gp is 
  considered advantaged with a +1 social tier. 
   
  Changing Social Standing During Play 
  As general play-balancing guidelines, the 
  following recommendations are provided to 
  Game Masters in applying social standing: 
  ❖ Significant evil deeds should only 
  decrease a PC’s standing by 1 tier, per 
  deed. 
  ❖ Significant heroic deeds should only 
  increase a PC’s standing by 1 tier, per 
  deed. 
  ❖ When comparing a character’s starting 
  tier to the current tier, a PC should not 
  achieve +1 status until experience level 
  3, at the earliest. 
  
  P a g e  | 80
   
   
  ❖ A PC should not achieve +2 status until 
  experience level 5 or higher. 
  ❖ A PC should not achieve +3 status until 
  experience level 7 or higher. 
  ❖ A PC should not achieve +4 status until 
  experience level 9 or higher. 
  ❖ A PC should not achieve +5 status until 
  experience level 11 or higher. 
  ❖ A PC should not achieve +6 status until 
  experience level 13 or higher. 
  ❖ Most PCs should not exceed rank 8 
  unless they build a stronghold. 
  ❖ Most PCs who build a stronghold 
  should not exceed rank 9. 
  ❖ Most PCs should not attain rank 10 
  while they are active adventurers. Rank 
  10 should be reserved for retired or 
  semi-retired PCs who rule a stronghold 
  and a surrounding area. 
  ❖ The highest tier is rank 11, always. 
  ❖ Social standing rank 11 (Royalty) 
  should never be applied to Player 
  Characters below epic classification 
  (experience level 18+), and might not be 
  applicable at all, depending upon the 
  campaign. 
   
   
  Chapter XV: 
  Coats of Arms and 
  Blazons 
  (Supplementary to pg. 15) 
   
   
  To give your character a heroic banner to fight 
  under, or a tabard to wear, or a fearless 
  emblem to paint on their shield, you may want 
  to give your character a coat of arms. Not only 
  knights and nobles have a coats of arms; in a 
  classic fantasy world where humans and demi-
  humans are vastly outnumbered by evil 
  monsters and wars can last for centuries, 
  everyone has them. Even if you’re not yet a 
  worthy veteran of the orc wars, an ancestor in 
  your lineage probably was. 
  However, for some character types (such as 
  assassins and thieves) a character might well 
  be reluctant to identify himself by bloodline. 
  Also, some characters do not know or care for 
  their family’s coat of arms, but have their own 
  personal symbol. These personal symbols are 
  here called blazons to differentiate them from 
  nobly-recognized coats of arms.. 
  
  P a g e  | 81
   
   
  This quick and abstracted sigil generation 
  system works to develop both types of symbols, 
  for any and all types of characters. 
  To randomly determine a character’s symbol, 
  first roll on the following table to determine 
  what general type of symbol will be further 
  developed to form the final blazon. 
   
   
  (Special Note: If you ever feel that the random 
  symbol you create does not have enough detail, 
  you can then roll again beginning with the 
  master beast / charge / ordinary symbol table 
  below. A heraldic shield will typically have 
  between 1 and 4 fields.) 
   
  TABLE 11.A 
  Coats of Arms and Blazons 
  D100 
  Roll 
  Coat of Arms Element 
  01 
  Angel 
  02 
  Antlers 
  03 
  Anvil 
  04 
  Bars (Two Horizontal Bars on 
  Shield) 
  05 
  Bear 
  06 
  Bee or Beehive 
  07 
  Bend (Slashed Bar Across Shield) 
  08 
  Bezant (Circle), 1D4 in Number 
  09 
  Billet (Vertical Rectangle), 1D4 in 
  Number 
  10 
  Boar 
  11 
  Book / Grimoire 
  12 
  Bordure (Wide-Bordered Symbol on 
  Shield) 
  13 
  Bow and Arrow(s), 1D4 in Number 
  14 
  Brock (Badger) 
  15 
  Bull’s Head 
  16 
  Chain, 1D6+2 Links 
  17 
  Chevron (Upward Arrow on Shield) 
  18 
  Chief (Colored Bar on Top of Shield) 
  19 
  Clarion / Horn 
  20 
  Cross Symbol, Roll 1D8 for 
  Subtype: 
  ❖ [1-2] Cross (Perpendicular 
  Bars Dividing Shield) 
  ❖ [3] Cross Botony (Cross with 
  Cloveleaf Ends) 
  ❖ [4] Cross Crosslet (Cross with 
  Smaller Cross Ends) 
  ❖ [5] Cross Flory (Cross with 
  Pointed Ends) 
  ❖ [6] Cross Moline (Cross with 
  Curve-Pointed Ends) 
  ❖ [7] Cross Patonce (Cross with 
  Blossoming Ends) 
  ❖ [8] Cross Potent (Cross with 
  Rectangular Ends) 
  21 
  Crown 
  22 
  Demon / Devil 
  ❖ If Chaotic: Reigning 
  ❖ If Lawful: Slain by Knight 
  ❖ If Neutral: In Chains 
  23 
  Draconian, Roll 1D8 for Subtype: 
  ❖ [1] Biscione (Child Swallowed 
  by a Dragon) 
  ❖ [2] Dracunculus (Small 
  Dragon) 
  ❖ [3-4] Dragon 
  ❖ [5] Hydra 
  ❖ [6] Two-Headed Dragon 
  ❖ [7] Wyrm (Wingless Dragon) 
  ❖ [8] Wyvern / Lindworm 
  24 
  Dragonfly 
  25 
  Eagle / Falcon / Hawk 
  26 
  Ermine 
  27 
  Escarbuncle (Cross with X-Sign 
  Superimposed) 
  28 
  Estoile (Star of Wavy Lines), 1D4 in 
  Number 
  29 
  Eye 
  30 
  Fantastic Beast, Roll 1D12 for 
  Subtype: 
  ❖ [1] Basilisk 
  ❖ [2] Centaur 
  ❖ [3] Chimera 
  ❖ [4] Griffon 
  ❖ [5] Harpy 
  
  P a g e  | 82
   
   
  ❖ [6] Manticore 
  ❖ [7] Owlbear 
  ❖ [8] Pegasus (Winged Horse) 
  ❖ [9] Peryton 
  ❖ [10] Salamander 
  ❖ [11] Sphinx 
  ❖ [12] Unicorn 
  31 
  Fess (Horizontal Stripe on Shield) 
  32 
  Fist / Gauntlet 
  33 
  Flaunches (Half-Circles on Shield 
  Edges) 
  34 
  Flower, Roll 1D4 for Subtype: 
  [1-2] Fleur de Lis (Lily) 
  [3] Lotus Blossom 
  ❖ If Chaotic: Black Lotus 
  ❖ If Lawful: Blue Lotus 
  ❖ If Neutral: Yellow Lotus 
  [4] Rose 
  ❖ If Chaotic: Black with 
  Thorns 
  ❖ If Lawful: White 
  ❖ If Neutral: Red 
  35 
  Flower Symbol, Roll 1D6 for 
  Subtype: [1] Trefoil, [2-3] Quatrefoil, 
  [4] Cinquefoil, [5] Sexfoil, [6] 
  Septfoil 
  36 
  Fountain (Circle of Wavy Lines), 
  1D4 in Number 
  37 
  Fox 
  38 
  Fret (Pattern of Diagonal Bars 
  Dividing Shield) 
  39 
  Fruit Tree 
  40 
  Gorgon’s Head 
  41 
  Goutte (Blood Drop) 
  42 
  Grapevine 
  43 
  Great Cat 
  ❖ If Chaotic: Cat-a-Mount 
  (Wildcat) 
  ❖ If Lawful: Lion 
  ❖ If Neutral: Tyger (Wulf Tiger) 
  44 
  Gules (Tower of Three Turrets) 
  45 
  Gyron (Triangle on Upper Left of 
  Shield) 
  46 
  Hammer 
  47 
  Hand (Open Palm) 
  48 
  Hare 
  49 
  Harp 
  50 
  Head / Helm / Janus Head 
  51 
  Horse / Palfrey / Warhorse 
  52 
  Hound 
  53 
  Inescutcheon (Shield-on-Shield 
  Symbol) 
  54 
  Key 
  55 
  King / Prince 
  56 
  Knight 
  57 
  Label (Interlocked T Symbols on Top 
  of Shield) 
  58 
  Lance / Spear 
  59 
  Lion’s / Monster’s Paw 
  60 
  Lozenge (Diamond Shape), 1D4 in 
  Number 
  61 
  Mariner Icon, Roll 1D10 for 
  Subtype: 
  ❖ [1] Anchor 
  ❖ [2] Dolphin 
  ❖ [3] Fish (Stylized) 
  ❖ [4] Hippocampus 
  ❖ [5] Mermaid / Melusine / 
  Siren 
  ❖ [6] Sea Lion (Morse) 
  ❖ [7] Sea Monster 
  ❖ [8] Sea Serpent 
  ❖ [9-10] Ship 
  62 
  Moon 
  ❖ If Chaotic: Crescent 
  ❖ If Lawful: Full 
  ❖ If Neutral: Man in the Moon 
  63 
  Morning Star (Weapon) 
  64 
  Mullet (Hollow Six-Pointed Star), 
  1D4 in Number 
  65 
  Orle (Narrow-Bordered Symbol on 
  Shield) 
  66 
  Otter 
  67 
  Owl 
  68 
  Ox 
  69 
  Pale (Vertical Stripe on Shield) 
  70 
  Pall (Y Symbol on Shield) 
  71 
  Pile (Triangle on Shield) 
  72 
  Porcupine 
  73 
  Portcullis / Gate / Barbican 
  74 
  Quarter (Square on Upper Left of 
  Shield) 
  
  P a g e  | 83
   
   
  75 
  Queen / Princess 
  76 
  Raven / Crow 
  77 
  Sacred Tree 
  ❖ If Chaotic: Willow 
  ❖ If Lawful: Oak 
  ❖ If Neutral: Yew 
  78 
  Rustre (Circle in a Diamond), 1D4 
  in Number 
  79 
  Saint / Maiden 
  80 
  Saltire (X of Diagonal Bars on 
  Shield) 
  81 
  Savage / Tribesman / Wildman 
  82 
  Serpent (or Amphisbaena) 
  83 
  Sickle / Scythe 
  84 
  Skull 
  ❖ If Chaotic: Bare 
  ❖ If Lawful: Anointed with 
  Halo 
  ❖ If Neutral: Anointed with 
  Mistletoe 
  85 
  Stag / Hart 
  86 
  Star (Six-Pointed), 1D4 in Number 
  87 
  Sun 
  ❖ If Chaotic: Eclipsed 
  ❖ If Lawful: Sol Invictus (the 
  Man in the Sun) 
  ❖ If Neutral: Full 
  88 
  Swan 
  ❖ If Chaotic: Black 
  ❖ If Lawful: White 
  ❖ If Neutral: Gray 
  89 
  Sword or Blade, 1D4 in Number 
  90 
  Symbol of Reverence 
  ❖ If Chaotic: Unholy Symbol 
  ❖ If Lawful: Holy Symbol 
  ❖ If Neutral: Sacred Symbol 
  (Research or Player’s Choice) 
  91 
  Thistle 
  92 
  Thunderbolt 
  93 
  Tower / Rook 
  94 
  Tusks 
  95 
  Wheat / Grain Sheaf 
  96 
  Wings 
  97 
  Wolf 
  98 
  Wolverine 
  99 
  Joined Symbols or Facing Figures 
  (Roll Twice) 
  00 
  Player’s Choice 
   
   
   
  Envisioning the Colors of the Blazon 
  The colors (tinctures) of most symbols can be 
  determined by the player. But for those who 
  prefer unpredictable results, here is another 
  Oldskull randomizer for those times when you 
  need a bit of further inspiration: 
   
  
  P a g e  | 84
   
   
  TABLE 11.B 
  Coats of Arms Tinctures 
  D100 
  Roll 
  Color of Coat of Arms Element 
  01-05 Argent (silver, light gray) 
  06-10 Azure (blue] 
  11-14 Cendree (dark gray) 
  15-18 Counter-Potent (white grid on blue) 
  19-22 Counter-Vair (white lozenges on 
  blue) 
  23-27 Ermine (black furs on white) 
  28-32 Ermines (white furs on black) 
  33-37 Erminois (black furs on yellow) 
  38-42 Gules (royal red) 
  43-47 Kursch (brown fur scales) 
  48-51 Murry (reddish purple) 
  52-56 Or (gold, yellow) 
  57-60 Pean (yellow furs on black) 
  61-64 Potent (blue grid on white) 
  65-70 Proper (natural colors of a beast, 
  figure or monster; reroll if 
  inappropriate to the design) 
  71-75 Purpure (purple) 
  76-80 Sable (black) 
  81-85 Sanguine (blood red) 
  86-90 Tenne (tawny orange) 
  91-94 Vair (blue lozenges on white) 
  95-99 Vert (green) 
  00 
  Unorthodox Hue (pure brown, light 
  red, bright orange, etc.) 
   
   
  Chapter XVI: 
  Basic Character 
  Backgrounds 
  (Supplementary to pg. 15) 
   
   
  When we are considering the character concept 
  in broad strokes of design, a background is 
  merely a convenient “hook” which gives the 
  imagined person a thematic history in the 
  briefest terms possible. These quite nebulous 
  descriptions can be turned into a timeline-
  based, or descriptive, historical detail profile as 
  desired (or not). 
  If you already have a better idea than what the 
  random table, you can safely ignore this 
  chapter. But if you don’t have a clue as to how 
  to proceed, or where to start, this section can 
  be a godsend! 
  
  P a g e  | 85
   
   
  These backgrounds are very sparse indeed, 
  with the lack of detail being intentional so that 
  players and GMs can feel free to elaborate and 
  tell unique stories about each character. For 
  players, you will probably find that you will 
  want only a brief descriptor when beginning the 
  game, and further details will come forth 
  naturally as you role-play and establish your 
  character’s personality. 
  Game Masters should note that Very Rare 
  backgrounds sometimes tend be either fairly 
  powerful, fairly limiting, or pivotal in the 
  campaign’s future direction. These are always 
  recommended (because they make the game 
  more unusual and interesting), but should be 
  considered with special care. 
  For most characters, I recommend rolling three 
  times on the following table. Incompatible 
  combinations however should have the second 
  or third (unworkable) result rerolled. 
   
   
  TABLE 12 
  Basic Character Backgrounds 
  D100 
  Roll 
  Rarity 
  Background 
  01-02 Uncommon 
  Abandoned by Both 
  Parents 
  03-05 Common 
  Abandoned by Father 
  06-08 Common 
  Abandoned by Mother 
  09-10 Uncommon 
  Abused / Tortured 
  11 
  Rare 
  Accidental Killer 
  12-13 Uncommon 
  Adopted 
  14-15 Uncommon 
  Almost Died 
  16-19 Common 
  Apprentice / 
  Journeyman 
  20-22 Common 
  Bastard 
  23-24 Uncommon 
  Betrayed 
  25 
  Rare 
  Born at Sea 
  26-27 Uncommon 
  Born of Slaves 
  28 
  Rare 
  Born Underground 
  29-30 Uncommon 
  Both Parents Slain 
  31 
  Rare 
  Fallen Clergy / Noble 
  Bloodline 
  32-33 Uncommon 
  Criminal Background 
  34-35 Uncommon 
  Deep Dark Secret 
  36 
  Rare 
  Deserter / Lost 
  37 
  Rare 
  Escaped Slave 
  38-39 Uncommon 
  Exile / Forsaken 
  40 
  Rare 
  Experienced Vision / 
  Prophecy 
  41-42 Uncommon 
  Falsely Accused or 
  Imprisoned 
  43-45 Common 
  Father Slain 
  46-49 Common 
  Foreigner 
  50-51 Uncommon 
  Freed Criminal 
  52-53 Uncommon 
  Freed Slave 
  54-57 Common 
  Grew Up in a Large 
  Family 
  58-60 Common 
  Grew Up in a Small 
  Family 
  61-62 Uncommon 
  Grew Up with 
  Another Race 
  63 
  Rare 
  Haunted 
  64 
  Rare 
  Heretic / Unbeliever 
  65 
  Rare 
  Hunted / Pursued 
  66 
  Rare 
  Insane / Perceived as 
  Insane 
  
  P a g e  | 86
   
   
  67 
  Rare 
  Left for Dead 
  68 
  Rare 
  Member of a Secret 
  Society 
  69-71 Common 
  Mother Slain 
  72-73 Uncommon 
  Nomadic / Tribe-Born 
  74-77 Common 
  Only Child 
  78-81 Common 
  Orphan 
  82-83 Uncommon 
  Outcast / Exile 
  84-86 Common 
  Peregrine / Pilgrim 
  87 
  Rare 
  Raised in a Convent / 
  Monastery 
  88-89 Uncommon 
  Raised on the Streets 
  90 
  Rare 
  Raised in the Wild 
  91 
  Rare 
  Recovered Plague 
  Victim 
  92 
  Rare 
  Recovering Alcoholic 
  / Addict 
  93-94 Uncommon 
  Saved / Rescued 
  95-96 Uncommon 
  Survived Animal 
  Attack 
  97 
  Rare 
  Survived Monster 
  Attack 
  98 
  Rare 
  Tortured and 
  Branded 
  99 
  Rare 
  Witnessed Disaster 
  00 
  Very Rare Exotic Background 
  (Roll 1D20): [1] Amnesiac, [2] Born 
  in Another World, [3] Born on 
  Another Plane of Existence, [4] Born 
  of Royalty, [5] Cursed, [6] Deposed 
  Ruler, [7] Dreamlander, [8] 
  Enchanted, [9] Faerie Changeling, 
  [10] Feral Child, [11] Last of His / 
  Her Kind, [12] Of Demonic 
  Bloodline (No Powers), [13] Of 
  Diabolic Bloodline (No Powers), [14] 
  Raised by Beasts, [15] Reincarnated 
  Hero (No Powers), [16] Reincarnated 
  Villain (No Powers), [17] Sibling / 
  Twin is Arch-Enemy, [18] Spy / 
  Impostor, [19] Time Traveler, [20] 
  Other (Consult with GM) 
   
   
  Chapter XVII: 
  Demeanor and Personality 
  Traits 
  (Supplementary to pg. 15) 
   
  Should a character’s personality be randomly 
  generated? That depends on who you ask, and 
  your personal opinion in this instance is the 
  only one that matters. By now, you probably 
  
  P a g e  | 87
   
   
  have at least a hazy view of who your character 
  truly is, but reviewing a few personality 
  descriptors can probably aid in crystallizing 
  your view of the imagined individual into 
  something more exotic, more memorable, and 
  more enjoyable to role-play. Some unexpected 
  random combinations, if well-reasoned and 
  well-managed, can result in unforgettable 
  personas. You can have a cruel good character 
  with a daunting flaw, or a kind-hearted evil 
  character that the other players will love to 
  hate. In any case you can use this chapter to 
  figure out precisely under what circumstances 
  those people react in unusual ways, and 
  perhaps even understand why. In justifying 
  personal quirks and oddities, and coming up 
  with solutions to the apparent paradoxes 
  present in his or her psyche, you quickly learn 
  exactly what makes your character tick. 
  These ideas concerning character motivation 
  and behavior are vague and restrained for the 
  most part. I could have added a lot more detail, 
  but I feel that it is important to provide you only 
  with clues to a character’s surprising nature, 
  instead of dictating to you an entire personality 
  concept. Railroading you in that manner goes 
  against the goals of this gaming supplement! 
  The information in this chapter should serve to 
  inspire you, not to dictate the type of character 
  you’re going to play. 
   
  Random Generation of Personality Traits 
  To create the framework of a unique random 
  personality, roll once on each of the two tables 
  provided below. For a fuller character, you can 
  roll twice on each, or even three times. Be 
  careful however not to burden your initial 
  demeanor description with too many random 
  (as opposed to chosen) selections ... if you 
  exceed six defining traits for a single character, 
  you risk watering down your initial conception 
  of that individual to the point where it becomes 
  impossible for you to picture the person for 
  later development. And never let the random 
  rolls give you someone to play that you don’t 
  like! 
  Conflicting traits – should the dice decide to 
  dictate them – are actually fine; they just 
  represent different moods, outlooks, and rules 
  of behavior. So if you roll “angry” and “joyful” 
  results for one character, just specify the things 
  (or situations, or people) that make your 
  character angry, and the things that make him 
  or her joyful. 
  Remember too that you can always write in 
  exceptions / situations that trigger these 
  personality traits! “Abrasive / Crass” can mean 
  the character acts that way all of the time; or, 
  more interestingly, it can only occur when he is 
  made fun of, made to eat something he doesn’t 
  like, interrupted while speaking, and so on. 
  Think of your favorite characters in movies and 
  books, and borrow examples shamelessly when 
  the descriptions below bring a particular quirk 
  to mind. 
   
  
  P a g e  | 88
   
   
  Determination of Trait Type 
  To roll a trait, you must first determine whether 
  the trait will be negative, balanced, or positive 
  (roll 1D20). Then, roll on the next appropriate 
  table to determine the exact type of trait within 
  that designated category. 
   
  TABLE 13.A 
  Random Trait Selector 
  D20 
  Roll 
  Chaotic 
  Character 
  Neutral 
  Character 
  Lawful 
  Character 
  1 
  Negative 
  Negative 
  Negative 
  2 
  Negative 
  Negative 
  Negative 
  3 
  Negative 
  Negative 
  Negative 
  4 
  Negative 
  Negative 
  Negative 
  5 
  Negative 
  Negative 
  Negative 
  6 
  Negative 
  Negative 
  Balanced 
  7 
  Negative 
  Balanced 
  Balanced 
  8 
  Negative 
  Balanced 
  Balanced 
  9 
  Negative 
  Balanced 
  Balanced 
  10 
  Balanced 
  Balanced 
  Balanced 
  11 
  Balanced 
  Balanced 
  Balanced 
  12 
  Balanced 
  Balanced 
  Balanced 
  13 
  Balanced 
  Balanced 
  Positive 
  14 
  Balanced 
  Balanced 
  Positive 
  15 
  Balanced 
  Positive 
  Positive 
  16 
  Positive 
  Positive 
  Positive 
  17 
  Positive 
  Positive 
  Positive 
  18 
  Positive 
  Positive 
  Positive 
  19 
  Positive 
  Positive 
  Positive 
  20 
  Positive 
  Positive 
  Positive 
   
   
   
   
  TABLE 13.B 
  Negative Personality Traits 
  D100 
  Roll 
  Demeanor / Personality 
  01-02 Abrasive / Boorish / Caustic / 
  Crass 
  03-05 Aggressive / Destructive / 
  Threatening / Wrathful 
  06-07 Angry / Hot-Tempered / Irate 
  08-10 Apathetic / Uncaring 
  11-12 Arrogant / Pompous 
  13-14 Ashamed / Humiliated 
  15-16 Bitter / Embittered 
  17-18 Blasphemous / Heretical / Profane 
  19-21 Callous / Cruel 
  22-23 Careless / Rash / Thoughtless 
  24-25 Carousing / Partying 
  26-27 Compulsive / Neurotic 
  28-30 Contemptuous / Scornful 
  31-32 Controlled / Fanatical / 
  Manipulated 
  33-35 Controlling / Domineering / 
  Overbearing 
  36-38 Cowardly / Craven / Dastardly 
  39-40 Culpable / Guilty 
  41-43 Deceitful / Deceptive / False / 
  Lying 
  44-45 Dirty / Filthy / Sloppy 
  46-47 Disrespectful / Foul / Rude 
  48-49 Disturbed (deluded, exhibitionist, 
  paranoid, pyromaniac, stalker, etc.) 
  50-51 Drunken / Inebriated 
  52-54 Envious / Jealous 
  55-56 Erratic / Random 
  57-58 Fawning / Scraping / Sycophantic 
  59-60 Fickle / Indecisive / Unreliable 
  61-62 Foolhardy / Reckless 
  63-64 Greedy / Selfish 
  65-66 Hateful / Vicious 
  67-68 Headstrong / Stubborn 
  69-70 Heartbreaker / Treacherous 
  71-72 Hedonist / Pleasure Seeker 
  73-74 Hopeless / Resigned 
  75-76 Hungry for Power 
  77 
  Insane / Mad 
  78-79 Intolerant / Xenophobic 
  
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  80-81 Lazy / Slothful 
  82-83 Lustful / Wanton 
  84-86 Manipulative / Possessive 
  87-88 Morose / Pessimistic 
  89-91 Obsessed / Tormented 
  92-93 Odious Personal Habits (belching, 
  kleptomaniac, scratching, smoking, 
  spitting, etc.) 
  94-95 Paranoid / Suspicious / Untrusting 
  96-98 Self-Absorbed / Self-Centered / 
  Vain 
  99-00 Self-Destructive / Suicidal 
   
   
   
  TABLE 13.C 
  Balanced Personality Traits 
  D100 
  Roll 
  Demeanor / Personality 
  01-02 Absent-Minded / Forgetful 
  03-04 Absurd / Ridiculous 
  05-06 Agreeable / Avoiding Conflict 
  07-08 Annoyed / Irritable 
  09-10 Apprehensive / Nervous 
  11-12 Bizarre / Eccentric 
  13-14 Black Sheep / Exile / Outsider 
  15-16 Bookish / Studious 
  17-18 Bored / Disinterested / Indifferent 
  19-21 Calm / Unfazed 
  22-23 Capricious / Mischievous 
  24-25 Chattering / Garrulous / 
  Loquacious 
  26-27 Comfort- / Home-Loving 
  28-29 Competing / Dueling / Gambling 
  30-31 Complaining / Petulant 
  32-33 Compliant / Servile 
  34-35 Confused / Distracted / Perplexed 
  36-37 Contrary / Opinionated 
  38-39 Curious / Inquisitive 
  40-41 Curious Habitual Behavior 
  (humming, name dropping, singing, 
  snacking, writing everything down, 
  etc.) 
  42-43 Dallying / Flirtatious 
  44-45 Daredevil / Thrill Seeker 
  46-47 Delicate / Emotional / Sensitive 
  48-49 Dramatic / Flamboyant 
  50-51 Dreaming / Woolgathering 
  52-53 Emotionless / Unreadable 
  54-55 Enigmatic / Secretive 
  56-57 Excitable / Skittish 
  58-59 Exotic / Unusual 
  60-62 Extroverted / Gregarious 
  63-64 Forever Wandering 
  65-66 Gloomy / Melancholy 
  67 
  Harboring a Great Secret (choose, 
  be creative) 
  68-69 Hungry for Knowledge 
  70-71 Inattentive / Unaware 
  72-73 Introverted / Reclusive 
  74-75 Isolated / Lonely 
  76-77 Lone Wolf / Solitary 
  78-79 Miserly / Stingy 
  80-81 Naive / Trusting 
  82-83 Pacifist / Peace Seeker 
  84-86 Proud 
  87 
  Regretful / Repentant 
  88-89 Serious / Taciturn 
  90-91 Silent / Somber / Grave 
  92 
  Sleepwalker / Somnambulist 
  93 
  Strange Eating or Sleeping Ritual 
  
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  94-95 Superstitious 
  96-98 Survivalist 
  99-00 Tranquil / Unfazed 
   
   
   
   
  TABLE 13.D 
  Positive Personality Traits 
  D100 
  Roll 
  Demeanor / Personality 
  01-03 Adoring / Devoted / Loving 
  04-06 Ambitious / Determined 
  07-09 Amicable / Friendly 
  10-12 Believing / Trusting 
  13-15 Eloquent 
  16-18 Brave / Courageous 
  19-21 Careful / Cautious 
  22-23 Celibate / Sacred Oath (vow of 
  chastity, exile, poverty, repentance, 
  silence, etc.) 
  24-26 Charitable / Generous 
  27-29 Cheerful / Optimistic 
  30-32 Confident / Convicted 
  33-35 Cordial / Polite / Respectful 
  36-38 Courteous / Polite 
  39-41 Decisive / Resolute 
  42-44 Devout / Pious / Reverent 
  45-47 Diplomatic / Persuasive 
  48-50 Energetic / Industrious 
  51-53 Exacting / Precise 
  54-56 Forgiving / Merciful 
  57-59 Gentle / Gentle-Hearted 
  60-62 Guarding / Protective 
  63-65 Guiding / Mentoring 
  66-68 Helpful / Kindly 
  69-71 Honest / Truthful 
  72-74 Honorable / Trustworthy 
  75-77 Humble / Modest 
  78-82 Loyal to Family 
  83-87 Loyal to Friends 
  88-90 Loyal to Mentor / Liege 
  91-93 Perceptive / Shrewd / Watchful 
  93-95 Pure / Ascetic 
  96-98 Self-Sacrificing / Unselfish 
  99-00 Underdog Champion (stands up for 
  the unlucky and unwanted) 
   
   
  
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  Chapter XVIII: 
  Personal Likes and Dislikes 
  (Supplementary to pg. 15) 
   
   
  To further elaborate upon a character’s unique 
  personality, you can randomly determine the 
  character’s secret (or not so secret) likes and 
  dislikes. I recommend rolling as follows: 
  ❖ Step 1: Roll once on Table I, to 
  determine the character’s first “like.” 
  ❖ Step 2: Roll once on Table II, to 
  determine the character’s second “like.” 
  ❖ Step 3: Roll once again on Table I, to 
  determine the character’s first “dislike.” 
  ❖ Step 4: Roll once again on Table II, to 
  determine 
  the 
  character’s 
  second 
  “dislike.” 
   
  Feel free to reroll or justify results which do not 
  make sense. (Some of the random options can 
  be a little creepy if you get a “like” for them, 
  unless the character is evil.) 
  As one example, if a character happens to both 
  like and dislike gnomes, you can either reroll, 
  or you can make sense of the seeming paradox. 
  Perhaps the character only likes male gnomes, 
  but dislikes female gnomes; or dislikes gnomes 
  upon first impression, and then grudgingly 
  grows to like them as they become trusted 
  companions which remind the person of a long-
  lost friend. 
  The like system can be further elaborated to 
  show desires, fears, secret agendas, and so 
  forth as desired. Very generally, likes and 
  dislikes have no real effect on the game other 
  than to guide the players (and the GM) in 
  determining how PCs (and NPCs) might 
  uniquely react to various situations. They work 
  as follows: 
  ❖ Liked groups of people will be sought 
  out for companionship, while disliked 
  groups will be avoided or even harmed. 
  ❖ Liked animals and monsters will be 
  sought out (even if only as tamed 
  guardian beasts), while disliked beasts 
  will be feared or even hunted and killed. 
  ❖ Liked objects will be collected, while 
  disliked objects will be shunned or even 
  destroyed. 
  ❖ Liked activities will be frequently 
  performed, while disliked activities will 
  be complained about or even feared. 
  ❖ Likes 
  can 
  either 
  be 
  active, 
  or 
  intellectual. For example, someone who 
  loves insects doesn’t necessarily want to 
  wallow in beetle nests, but may be 
  obsessed with collecting specimens for 
  classification display. 
   
   
  Keep in mind that these random tables are 
  sometimes “dark,” reflecting the precepts of old 
  school fantasy in which every person has 
  something unusual or sinister about them. It is 
  entirely possible for an otherwise nice person to 
  have a disturbing preference for something, 
  perhaps even something that they themselves 
  find revolting. In such cases, the like will 
  
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  probably be kept a secret … but nevertheless, 
  the temptation is always there. 
   
   
   
  TABLE 14.A 
  Personal Likes and Dislikes: Part I 
  D100 
  Roll 
  Liked / Disliked Element 
  01 
  Animal and Monster Trophies 
  (specify; may be species-specific, or 
  against an alignment) 
  02-03 Animals (of one species) 
  04 
  Another Race (of one demi-human 
  type) 
  05-06 Antiques and Relics 
  07 
  Arachnids (spiders, scorpions, etc.) 
  08-09 Armor and Clothing 
  10 
  Art, Paintings and Music 
  11-12 Avians (birds, butterflies, bats, etc.) 
  13 
  Being Approached by Strangers 
  14-15 Bitter and Savory Foods 
  16 
  Bladed Weapons (swords, knives, 
  etc.) 
  17-18 Blunt Weapons (clubs, maces, sling 
  stones, etc.) 
  19 
  Bones and Skulls 
  20-21 Books, Maps and Scrolls 
  22 
  Caves, Pits and Tombs 
  23-24 Charity 
  25 
  Chastity and Avoiding Indulgences 
  26-27 Children 
  28 
  Chivalry and Honor (or law, 
  customs, etc.) 
  29-30 Clay, Porcelain and Pottery 
  31 
  Cleanliness 
  32-33 Clothing, Armor and Accessories 
  34 
  Cold and Winter 
  35-36 Cooking and Brewing 
  37 
  Crafting and Handiwork 
  38-39 Crowds, Towns and Cities 
  40 
  Day and Light 
  41-42 Dead Things (or killing, or 
  interesting skeletons) 
  43 
  Demons and Devils / Occultism 
  44-45 Depth, Seas and Oceans 
  46 
  Dirt and Messes (or disorder and 
  destruction) 
  47-48 Dragons and Draconian Beasts 
  49 
  Drawing and Map Making 
  50-51 Dreams and Nightmares 
  52 
  Drinking and Feasting 
  53-54 Dwarves 
  55 
  Eccentric Behavior and Dress 
  56-57 Elves 
  58 
  Enclosed Spaces 
  59-60 Exotica (masks, flowers, glassware, 
  heraldic objects, etc.; pick one) 
  61 
  Exploring and Traveling 
  62-63 Fabrics and Textiles (silk, 
  tapestries, weaving, etc.) 
  64 
  Fasting and Disciplined 
  Consumption 
  65-66 Fear and Thrill Seeking (may specify 
  an activity) 
  67 
  Fire 
  68-69 Food (may specify a genre or type) 
  70 
  Fortune Telling and Omens 
  71-72 Foul Smells 
  73 
  Furs, Hides and Pelts 
  74-75 Gambling and Luck (or 
  superstitions) 
  76 
  Gems and Jewelry 
  77-78 Ghosts and Undead 
  79-80 Giants, Ogres and Titans 
  81-82 Gnomes 
  83-84 Gold and Precious Metals 
  85-86 Guilds and Secret Societies 
  87-88 Halflings 
  89-90 Healing 
  91-92 Heat and Summer 
  
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  93-94 Heights, Hills and Mountains 
  95-96 Helpfulness (either for one’s self, or 
  for others) 
  97 
  History and Lore (demi-human) 
  98-99 History and Lore (human) 
  00 
  History and Lore (monstrous) 
   
   
  TABLE 14.B 
  Personal Likes and Dislikes: Part II 
  D100 
  Roll 
  Liked / Disliked Element 
  01 
  Honesty 
  02-03 Humanoids (all, or of one specified 
  type) 
  04 
  Humans (may be all, or of a specific 
  trade, alignment, etc.) 
  05-06 Impaling Weapons (spears, pole 
  arms, lances, etc.) 
  07 
  Insects and Vermin (beetles, 
  centipedes, worms, etc.) 
  08-09 Instruction and Mentorship 
  10 
  Jokes and Mischief 
  11-12 Keepsakes and Souvenirs 
  13 
  Loud Noises (or associated events) 
  14-15 Loyalty and Fealty 
  16 
  Luxuries (furs, incense, perfumes, 
  etc.; pick one) 
  17-18 Magic 
  19 
  Men and Male Companionship 
  20-21 Mercy 
  22 
  Metalwork and Smithing 
  23-24 Mirrors and Reflections 
  25 
  Monsters (of one specified type) 
  26-27 Night and Darkness 
  28 
  Nobility and Authority 
  29-30 Oaths and Vows 
  31 
  The Ocean 
  32-33 Old People and Aging 
  34 
  Open Spaces 
  35-36 Pain 
  37 
  Plants and Trees 
  38-39 Poverty (or asceticism) 
  40 
  Purity (of self, ideas, others, etc.) 
  41-42 Rain, Lightning and Thunder 
  43 
  Ranged Weapons (bows, arrows, 
  slings, etc.) 
  44-45 Reading and Writing 
  46 
  Relics and Antiquities 
  47-48 Religion and Ceremony 
  49-50 Repentance 
  51-52 Reptiles and Amphibians (lizards, 
  salamanders, etc.) 
  53-54 Rest and Sleep 
  55-56 Runes, Hieroglyphs and Symbols 
  57-58 Seeking 
  59-60 Silence 
  61-62 Singing and Dancing 
  63-64 Sleep 
  65-66 Solitude 
  67-68 Spices and Perfumes 
  69-70 Stone Engraving, Masonry and 
  Sculpture 
  71-72 Stories, Tales and Poetry 
  73-74 Strangers 
  75-76 Sweets and Candies 
  77-78 Swimming and Water 
  79-80 Tattooing and Body Ornamentation 
  81-82 Theft and Stealing 
  83-84 Tools and Unusual Implements 
  85-86 Trophies and Trophy Hunting 
  87-88 Unusual Monsters (may specify a 
  type or classification) 
  89-90 Vengeance 
  
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  91-92 Wide Open Spaces 
  93-94 Wine and Beverages 
  95-96 Women and Female Companionship 
  97-98 Wood Carving and Carpentry 
  99 
  Obsessive (reroll if this is the first 
  roll for this character; otherwise, 
  stop rolling, and any already-rolled 
  likes and/or dislikes are fervent and 
  fanatical) 
  00 
  Player’s Choice 
   
  Consideration of Dislikes and Fears 
  For this step, the prior two tables are used once 
  again, but this time they are used for dislikes 
  and fears. For NPCs, you can also use this to 
  develop a character phobia, which is a severe 
  dislike which can cause panic or irrational 
  behavior. Players are welcome to create 
  phobias for PCs, but if you have severe 
  claustrophobia, as one example, you will 
  certainly be slowing down everyone else’s play 
  while your role-played character deals with 
  issues. 
   
   
  Chapter XIX: 
  Ability Score Descriptors 
  (Supplementary to pg. 16) 
   
   
   
  For those players who would like some 
  assistance in envisioning their characters, the 
  following charts can be used to select (or 
  randomly determine) illustrative phrases that 
  turn each abstract number rating into an 
  intuitive descriptor. 
  For each of your Player Character’s ability 
  scores, you can roll 1D6 or select the descriptor 
  that you find most appealing. 
  Game Masters can use this table to generate 
  descriptions for Non-Player Characters as well. 
  
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  The general paradigm used in this system is as 
  follows: 
   
  TABLE 15.A 
  Ability Score Categories 
  Ability Score 3: Mundane (Human) 
  Minimum 
  Ability Score 4 or 5: Far Below Average 
  Ability Score 6 to 8: Below Average 
  Ability Score 9 to 12: Average 
  Ability Score 13 to 15: Above Average 
  Ability Score 16 or 17: Far Above Average 
  Ability Score 18: Mundane (Human) 
  Maximum 
   
   
  Selecting an Appropriate Descriptor 
  For each ability (STR, INT, WIS, DEX, CON, and 
  CHA), note the character’s ability score, and 
  then either roll 1D6 to determine a descriptor 
  randomly or choose the one which best fits your 
  unique character concept. 
   
   
   
  TABLE 15.B 
  Descriptors for Strength 
  Strength (STR) 3: 
  [1] Badly Derepit, [2] Decrepit and 
  Forceless, [3] Defenseless, [4] Helpless, [5] 
  Partially Paralyzed, [6] Powerless 
  Strength (STR) 4: 
  [1] Decrepit, [2] Enfeebled and Frail, [3] 
  Feeble and Frail, [4] Forceless, [5] Nearly 
  Helpless, [6] Nearly Powerless 
  Strength (STR) 5: 
  [1] Enfeebled, [2] Feeble, [3] Frail, [4] Puny, 
  [5] Scrawny and Infirm, [6] Strengthless 
  Strength (STR) 6: 
  [1] Impotent, [2] Ineffectual, [3] Infirm, [4] 
  Scrawny, [5] Shaky and Unprotected, [6] 
  Very Weak 
  Strength (STR) 7: 
  
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  [1] Highly Vulnerable, [2] Faltering and 
  Insubstantial, [3] Incapable, [4] Shaky, [5] 
  Unprotected, [6] Weak  
  Strength (STR) 8: 
  [1] Bony and Underweight, [2] Faltering, [3] 
  Flabby, [4] Insubstantial, [5] Short, [6] 
  Vulnerable 
  Strength (STR) 9: 
  [1] Bony, [2] Gaunt, [3] Raw-Boned, [4] Soft, 
  [5] Underweight, [6] Unimpressive 
  Strength (STR) 10: 
  [1] Average Physique, [2] Average Power, [3] 
  Average Strength, [4] Lean and 
  Underweight, [5] Normal Strength, [6] Tall 
  and Gaunt 
  Strength (STR) 11: 
  [1] Capable, [2] Fairly Large, [3] Firm-
  Shouldered, [4] Good Physique, [5] Lean, [6] 
  Tall 
  Strength (STR) 12: 
  [1] Able-Bodied, [2] Broad-Shouldered, [3] 
  Large, [4] Lean and Muscular, [5] Sinewy, 
  [6] Tall and Capable 
  Strength (STR) 13: 
  [1] Bulky, [2] Burly, [3] Muscular, [4] 
  Robust, [5] Strong, [6] Substantial 
  Strength (STR) 14: 
  [1] Forceful, [2] Huge, [3] Impressive, [4] 
  Potent, [5] Solid, [6] Well-Muscled 
  Strength (STR) 15: 
  [1] Heavily Muscled, [2] Huge and Solid, [3] 
  Rugged, [4] Solid and Forceful, [5] Staunch, 
  [6] Strapping 
  Strength (STR) 16: 
  [1] Empowered, [2] Heavyweight, [3] Huge 
  and Rugged, [4] Powerful, [5] Rugged and 
  Strapping, [6] Stalwart 
  Strength (STR) 17: 
  [1] Daunting, [2] Dominant, [3] Dominating, 
  [4] Immense, [5] Rugged and Powerful, [6] 
  Stalwart and Powerful 
  Strength (STR) 18: 
  [1] Fearsome, [2] Gigantic, [3] Heroic, [4] 
  Indomitable, [5] Massive, [6] Mighty 
   
   
   
  TABLE 15.C 
  Descriptors for Intelligence 
  Intelligence (INT) 3: 
  [1] Instinct-Driven, [2] Mindless, [3] Moronic 
  and Oblivious, [4] Oblivious and Stupefied, 
  [5] Primal and Oblivious, [6] Semi-Intelligent 
  Intelligence (INT) 4: 
  [1] Exceedingly Stupid, [2] Idiotic and 
  Preposterous, [3] Moronic, [4] Oblivious, [5] 
  Stupefied, [6] Stupid and Preposterous 
  Intelligence (INT) 5: 
  [1] Doltish and Feebleminded, [2] Idiotic, [3] 
  Preposterous, [4] Stupid, [5] Very Dumb, [6] 
  Witless 
  Intelligence (INT) 6: 
  [1] Doltish, [2] Dull-Witted and Forgetful, [3] 
  Dull-Witted and Naive, [4] Dumb, [5] 
  Feebleminded, [6] Foolish and Naive 
  
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  Intelligence (INT) 7: 
  [1] Dull-Witted, [2] Foolish and Simple, [3] 
  Illogical and Forgetful, [4] Simple and Naive, 
  [5] Thick-Witted, [6] Very Forgetful 
  Intelligence (INT) 8: 
  [1] Dim-Witted, [2] Forgetful, [3] Gullible 
  and Distracted, [4] Illogical, [5] Naive, [6] 
  Simple 
  Intelligence (INT) 9: 
  [1] Distracted, [2] Gullible, [3] Ill-Advised, 
  [4] Illogical and Somewhat Forgetful, [5] 
  Somewhat Naive, [6] Woolgathering 
  Intelligence (INT) 10: 
  [1] Average Intellect, [2] Average 
  Intelligence, [3] Distracted and Dreaming, 
  [4] Rational, [5] Reasonable, [6] 
  Woolgathering yet Logical 
  Intelligence (INT) 11: 
  [1] Comprehending, [2] Dreaming, [3] Highly 
  Rational, [4] Logical, [5] Lucid, [6] Very 
  Reasonable 
  Intelligence (INT) 12: 
  [1] Contemplative, [2] Creative, [3] 
  Perceptive, [4] Shrewd, [5] Skeptical, [6] 
  Thoughtful 
  Intelligence (INT) 13: 
  [1] Bookish, [2] Clever, [3] Fairly Erudite, [4] 
  Inventive, [5] Savvy, [6] Witty 
  Intelligence (INT) 14: 
  [1] Analytical, [2] Cunning, [3] Erudite, [4] 
  Scholarly, [5] Sharp-Witted, [6] Studious 
  Intelligence (INT) 15: 
  [1] Adept, [2] Calculating, [3] Deductive, [4] 
  Innovative, [5] Intellectual, [6] Scheming 
  Intelligence (INT) 16: 
  [1] Brilliant, [2] Calculating and Innovative, 
  [3] Gifted, [4] Innovated and Intellectual, [5] 
  Professorial, [6] Scheming and Calculating 
  Intelligence (INT) 17: 
  [1] Brilliant and Gifted, [2] Brilliant and 
  Professorial, [3] Gifted and Scheming, [4] 
  Masterful, [5] Profound, [6] Near-Genius 
  Intelligence (INT) 18: 
  [1] Adept and Masterful, [2] Brilliant and 
  Profound, [3] Calculating and Masterful, [4] 
  Genius, [5] Ingenious, [6] Masterful and 
  Profound 
   
   
   
   
   
   
  
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  TABLE 15.D 
  Descriptors for Wisdom 
  Wisdom (WIS) 3: 
  [1] Imbecilic, [2] Incomprehensible, [3] 
  Ludicrous and Oblivious, [4] Nonsensical, 
  [5] Utterly Ludicrous, [6] Utterly Ridiculous 
  Wisdom (WIS) 4: 
  [1] Ludicrous, [2] Ridiculous, [3] Senseless 
  and Irrational, [4] Utterly Foolish, [5] Utterly 
  Preposterous, [6] Utterly Senseless 
  Wisdom (WIS) 5: 
  [1] Foolish and Absurd, [2] Highly Irrational, 
  [3] Preposterous, [4] Senseless, [5] Utterly 
  Absurd, [6] Very Foolish 
  Wisdom (WIS) 6: 
  [1] Absurd, [2] Foolish, [3] Highly Impulsive, 
  [4] Impulsive and Unreasonable, [5] 
  Irrational, [6] Very Unwise 
  Wisdom (WIS) 7: 
  [1] Imprudent and Misled, [2] Impulsive, [3] 
  Misled and Unaware, [4] Unreasonable, [5] 
  Unwise, [6] Weak-Willed and Unaware 
  Wisdom (WIS) 8: 
  [1] Imprudent, [2] Misled, [3] Somewhat 
  Unwise, [4] Sophomoric and Insecure, [5] 
  Unaware, [6] Weak-Willed 
  Wisdom (WIS) 9: 
  [1] Insecure, [2] Irresolute, [3] Misled and 
  Inexperienced, [4] Somewhat Weak-Willed, 
  [5] Sophomoric, [6] Unintuitive 
  Wisdom (WIS) 10: 
  [1] Average Intuition, [2] Average 
  Understanding, [3] Average Wisdom, [4] 
  Inexperienced, [5] Inspired yet Sophomoric, 
  [6] Uninspired 
  Wisdom (WIS) 11: 
  [1] Experienced, [2] Fairly Disciplined, [3] 
  Inspired, [4] Intuitive yet Sophomoric, [5] 
  Intuitive yet Uninspired, [6] Somewhat 
  Intuitive 
  Wisdom (WIS) 12: 
  [1] Disciplined, [2] Highly Experienced, [3] 
  Intuitive, [4] Prudent, [5] Somewhat 
  Reflective, [6] Worldly 
  Wisdom (WIS) 13: 
  [1] Far-Sighted yet Insecure, [2] Insightful, 
  [3] Reflective, [4] Understanding, [5] Wily, 
  [6] Wise 
  Wisdom (WIS) 14: 
  [1] Far-Sighted, [2] Insightful and Reflective, 
  [3] Judicious, [4] Meditative, [5] Wily and 
  Insightful, [6] Wise and Reflective 
  Wisdom (WIS) 15: 
  [1] Erratically Sagacious, [2] Highly 
  Judicious, [3] Nigh Prescient, [4] 
  Philosophical, [5] Sophic, [6] Wise and 
  Meditative 
  Wisdom (WIS) 16: 
  [1] Judicious and Wise, [2] zPrescient, [3] 
  zSagacious, [4] zSagely, [5] zSophic and 
  Sagacious, [6] Wise and Philosophical 
  Wisdom (WIS) 17: 
  [1] Enlightened, [2] Exceedingly Wise, [3] 
  Nigh Revelatory, [4] Prescient and 
  Sagacious, [5] Prescient and Sagely, [6] 
  Uncannily Prescient 
  Wisdom (WIS) 18: 
  [1] Ancestrally Enlightened, [2] Ancient 
  Soul, [3] Illumined, [4] Revelatory, [5] Truly 
  Enlightened, [6] Visionary 
   
   
  
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  TABLE 15.E 
  Descriptors for Dexterity 
  Dexterity (DEX) 3: 
  [1] Badly Deformed, [2] Crippled, [3] 
  Deformed and Hamstrung, [4] Deformed 
  and Hobbling, [5] Lame and Deformed, [6] 
  Mangled 
  Dexterity (DEX) 4: 
  [1] Badly Hamstrung, [2] Deformed, [3] 
  Hamstrung and Hobbling, [4] Lame and 
  Hamstrung, [5] Lame and Hobbling, [6] 
  Slow and Hobbling 
  Dexterity (DEX) 5: 
  [1] Hamstrung, [2] Hobbling, [3] Lame, [4] 
  Limping and Deformed, [5] Limping Heavily, 
  [6] Very Sluggish 
  Dexterity (DEX) 6: 
  [1] Limping, [2] Slow and Clumsy, [3] Slow 
  and Inept, [4] Sluggish, [5] Ungainly, [6] 
  Very Slow 
  Dexterity (DEX) 7: 
  [1] Awkward and Imbalanced, [2] Bumbling, 
  [3] Clumsy, [4] Graceless, [5] Inept, [6] Slow 
  Dexterity (DEX) 8: 
  [1] Awkward, [2] Bumbling and Inelegant, 
  [3] Imbalanced, [4] Inelegant and Imprecise, 
  [5] Plodding and Ponderous, [6] 
  Uncoordinated 
  Dexterity (DEX) 9: 
  [1] Imprecise, [2] Inelegant, [3] Plodding, [4] 
  Ponderous, [5] Somewhat Imbalanced, [6] 
  Somewhat Slow 
  Dexterity (DEX) 10: 
  [1] Average Agility, [2] Average Coordination, 
  [3] Average Dexterity, [4] Average Reflexes, 
  [5] Balanced yet Somewhat Slow, [6] 
  Competent yet Inelegant 
  Dexterity (DEX) 11: 
  [1] Balanced, [2] Competent, [3] Decent 
  Reflexes, [4] Fairly Coordinated, [5] 
  Respectable Reflexes, [6] Well-Balanced 
  Dexterity (DEX) 12: 
  [1] Alert and Reflexive, [2] Coordinated, [3] 
  Fairly Agile, [4] Quite Deft, [5] Somewhat 
  Agile, [6] Somewhat Dexterous 
  Dexterity (DEX) 13: 
  [1] Agile, [2] Deft, [3] Dexterous, [4] Fairly 
  Quick, [5] Hasty yet Coordinated, [6] Rather 
  Nimble 
  Dexterity (DEX) 14: 
  [1] Deft and Agile, [2] Deft and Dexterous, 
  [3] Nimble, [4] Precise, [5] Poised yet Hasty, 
  [6] Quick 
  Dexterity (DEX) 15: 
  
  P a g e  | 100
   
   
  [1] Accurate, [2] Graceful, [3] Highly Nimble, 
  [4] Nimble and Precise, [5] Poised, [6] Quick 
  and Precise 
  Dexterity (DEX) 16: 
  [1] Adept and Nimble, [2] Adroit, [3] Catlike, 
  [4] Finely Poised, [5] Poised and Graceful, 
  [6] Stealthy 
  Dexterity (DEX) 17: 
  [1] Acrobatic, [2] Adept and Catlike, [3] 
  Exacting, [4] Nigh Untouchable, [5] Stealthy 
  and Catlike, [6] Uncanny Reflexes 
  Dexterity (DEX) 18: 
  [1] Blurred Grace, [2] Blurred Speed, [3] 
  Perfect Agility, [4] Perfect Coordination, [5] 
  Perfect Reflexes, [6] Untouchable 
   
   
   
  TABLE 15.F 
  Descriptors for Constitution 
  Constitution (CON) 3: 
  [1] Badly Emaciated, [2] Dying, [3] Fully 
  Debilitated, [4] Very Sickly, [5] Wasted and 
  Frail, [6] Wasting 
  Constitution (CON) 4: 
  [1] Ailing and Frail, [2] Debilitated, [3] 
  Deteriorating, [4] Emaciated, [5] Frail and 
  Quavering, [6] Sickly 
  Constitution (CON) 5: 
  [1] Ailing, [2] Frail, [3] Lethargic and Fragile, 
  [4] Quavering and Fragile, [5] Slothful, [6] 
  World-Worn and Haggard 
  Constitution (CON) 6: 
  [1] Fragile, [2] Haggard and Unhealthy, [3] 
  Lethargic, [4] Quavering, [5] World-Worn, 
  [6] Worn and Haggard 
  Constitution (CON) 7: 
  [1] Always Inactive, [2] Ashen and 
  Unhealthy, [3] Ashen and Unwell, [4] 
  Haggard, [5] Unhealthy, [6] Worn Down 
  Constitution (CON) 8: 
  [1] Ashen, [2] Idle and Lazy, [3] Inactive, [4] 
  Unfit, [5] Unsound, [6] Unwell 
  Constitution (CON) 9: 
  [1] Declining Health, [2] Fading Health, [3] 
  Idle, [4] Lazy, [5] Somewhat Ashen, [6] 
  Susceptible 
  Constitution (CON) 10: 
  [1] Average Endurance, [2] Average Health, 
  [3] Healthy yet Idle, [4] Healthy yet Lazy, [5] 
  Normal Endurance, [6] Normal Health 
  Constitution (CON) 11: 
  [1] Fairly Active, [2] Fairly Fit, [3] Good 
  Health, [4] Healthful yet Idle, [5] Healthy, [6] 
  Lively 
  Constitution (CON) 12: 
  
  P a g e  | 101
   
   
  [1] Active, [2] Fairly Energetic, [3] Fit, [4] Fit 
  and Lively, [5] Healthful, [6] Lively and 
  Healthy 
  Constitution (CON) 13: 
  [1] Active and Fit, [2] Energetic, [3] Fairly 
  Athletic, [4] Resilient, [5] Resistant, [6] 
  Somewhat Athletic 
  Constitution (CON) 14: 
  [1] Athletic, [2] Energetic and Resilient, [3] 
  Good Resistance, [4] Hale, [5] Resilient and 
  Resistant, [6] Vital 
  Constitution (CON) 15: 
  [1] Athletic and Resilient, [2] Athletic and 
  Vital, [3] Driven, [4] Hale and Resistant, [5] 
  Tough, [6] Vigorous 
  Constitution (CON) 16: 
  [1] Doughty, [2] Staunch-Hearted, [3] 
  Steadfast, [4] Tenacious, [5] Tough and 
  Driven, [6] Tough and Hale 
  Constitution (CON) 17: 
  [1] Doughty and Steadfast, [2] Indefatigable, 
  [3] Nigh Unstoppable, [4] Tireless, [5] Tough 
  and Tenacious, [6] Unyielding 
  Constitution (CON) 18: 
  [1] Deathless, [2] Impervious, [3] Tireless 
  and Tenacious, [4] Tireless and Unyielding, 
  [5] Unbreakable, [6] Unstoppable 
   
  TABLE 15.G 
  Descriptors for Charisma 
  Charisma (CHA) 3: 
  [1] Disgusting, [2] Exceedingly Repulsive, [3] 
  Grotesque, [4] Terribly Disfigured, [5] Very 
  Nasty, [6] Vile 
  Charisma (CHA) 4: 
  [1] Barbaric and Ugly, [2] Brutish and 
  Barbaric, [3] Nasty, [4] Offensive, [5] 
  Repulsive, [6] Ugly and Disfigured 
  Charisma (CHA) 5: 
  [1] Badly Scarred, [2] Barbaric, [3] Brutish, 
  [4] Disfigured, [5] Heavily Scarred, [6] Ugly 
  Charisma (CHA) 6: 
  [1] Crude and Irritating, [2] Irritating and 
  Unlikable, [3] Irritating and Uncouth, [4] 
  Rude, [5] Scarred, [6] Unpleasant 
  Charisma (CHA) 7: 
  [1] Artless and Unlikable, [2] Crude, [3] 
  Homely and Unlikable, [4] Irritating, [5] 
  Uncharismatic, [6] Uncouth 
  Charisma (CHA) 8: 
  [1] Artless, [2] Forgettable and Unattractive, 
  [3] Homely, [4] Reserved and Forgettable, [5] 
  Unlikable, [6] Willfully Forgettable 
  Charisma (CHA) 9: 
  [1] Average yet Artless, [2] Forgettable, [3] 
  Reserved, [4] Unappealing, [5] Unattractive, 
  [6] Uncommunicative 
  Charisma (CHA) 10: 
  [1] Average Appearance, [2] Normal 
  Appearance, [3] Plain, [4] Pleasant yet 
  Forgettable, [5] Pleasant yet Plain, [6] 
  Unalluring 
  Charisma (CHA) 11: 
  [1] Agreeable, [2] Good-Looking yet 
  Reserved, [3] Plain yet Pleasing, [4] Mildly 
  Attractive, [5] Pleasant, [6] Somewhat 
  Attractive 
  Charisma (CHA) 12: 
  [1] Agreeable and Pleasant, [2] Attractive, [3] 
  Comely, [4] Good-Looking, [5] Occasionally 
  Charming, [6] Pleasing 
  Charisma (CHA) 13: 
  [1] Appealing, [2] Charismatic, [3] 
  Charming, [4] Eye-Catching, [5] Likable, [6] 
  Winning 
  Charisma (CHA) 14: 
  
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  [1] Alluring, [2] Fetching, [3] Impressive, [4] 
  Influential, [5] Persuasive, [6] Stately 
  Charisma (CHA) 15: 
  [1] Charming and Influential, [2] 
  Compelling, [3] Immaculate, [4] Imposing, 
  [5] Magnetic Personality, [6] Remarkable 
  Charisma (CHA) 16: 
  [1] Authoritative, [2] Beautiful / Handsome, 
  [3] Fascinating, [4] Inspiring, [5] 
  Intimidating, [6] Resplendent 
  Charisma (CHA) 17: 
  [1] Beguiling, [2] Bewitching, [3] 
  Commanding, [4] Entrancing, [5] Radiant, 
  [6] Regal 
  Charisma (CHA) 18: 
  [1] Awe-Inspiring, [2] Hypnotic, [3] 
  Imperious, [4] Supreme, [5] Transcendent, 
  [6] Unforgettable 
   
   
  Chapter XX: 
  Basic Aspects of Physical 
  Appearance 
  (Supplementary to pg. 15) 
   
  The following steps — determining eye color, 
  hair color and skin color — are provided so that 
  players and GMs alike can create quick, and yet 
  unexpectedly unique, combinations of very 
  basic descriptive elements for any character, 
  regardless of race. 
  Please note that for demi-human characters, 
  the descriptions provided in old school FRPG 
  monster bestiaries have been carefully adhered 
  to and somewhat restrained, per specific 
  monster descriptions in the various bestiaries. 
  (As one wry example of that in practice, 
  dwarves rarely have blue eyes just because 
  Gary said that that’s the way it is.) 
  You can add more variety to the results given 
  here, if you like, by rolling on the human tables 
  outside of the established orthodoxy of demi-
  human appearance which I have adhered to. 
  In regards to human characters, however, 
  “real” racial limitations have been ignored. In a 
  fantasy world, there is no reason why a human 
  might naturally have green eyes, blond hair 
  and black skin for example. Who can say how 
  human genetics and magic would interrelate in 
  another world? 
  GMs can devise their own combinations of 
  these elements if they so choose, in order to 
  reflect a particular fantasy culture within the 
  game milieu. 
  (In any instance however, Player Character 
  skin color is a matter to be determined solely 
  by the preference of the player.) 
   
  
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  TABLE 16.A 
  Dwarven Physical Appearance 
  D100 
  Roll 
  Aspects of Physical Appearance 
  01 
  Blue Eyes, Black and Silver Hair 
  02 
  Blue Eyes, Black Hair 
  03 
  Blue Eyes, Dark Brown Hair 
  04 
  Blue Eyes, Blue Hair 
  05 
  Blue Eyes, Light Brown Hair 
  06 
  Blue Eyes, Silver Hair 
  07 
  Blue Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  08-11 Gray Eyes, Black and Silver Hair 
  12-15 Gray Eyes, Black Hair 
  16-19 Gray Eyes, Dark Brown Hair 
  20-23 Gray Eyes, Gray Hair 
  24-27 Gray Eyes, Light Brown Hair 
  28-31 Gray Eyes, Silver Hair 
  32 
  Gray Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  33-34 Gray-Green Eyes, Black and Silver 
  Hair 
  35-36 Gray-Green Eyes, Black Hair 
  37-38 Gray-Green Eyes, Dark Brown Hair 
  39-40 Gray-Green Eyes, Gray Hair 
  41-42 Gray-Green Eyes, Light Brown Hair 
  43-44 Gray-Green Eyes, Silver Hair 
  45 
  Gray-Green Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  46-50 Green Eyes, Black and Silver Hair 
  51-56 Green Eyes, Black Hair 
  57-62 Green Eyes, Dark Brown Hair 
  63-67 Green Eyes, Gray Hair 
  68-73 Green Eyes, Light Brown Hair 
  74-78 Green Eyes, Silver Hair 
  79 
  Green Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  80-81 Hazel Eyes, Black and Silver Hair 
  82-83 Hazel Eyes, Black Hair 
  84-85 Hazel Eyes, Dark Brown Hair 
  86-87 Hazel Eyes, Gray Hair 
  88-89 Hazel Eyes, Light Brown Hair 
  90-91 Hazel Eyes, Silver Hair 
  92-93 Hazel Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  94 
  Unusual Eyes (Player’s Choice of 
  Color), Black and Silver Hair 
  95 
  Unusual Eyes (Player’s Choice of 
  Color), Black Hair 
  96 
  Unusual Eyes (Player’s Choice of 
  Color), Dark Brown Hair 
  
  P a g e  | 104
   
   
  97 
  Unusual Eyes (Player’s Choice of 
  Color), Gray Hair 
  98 
  Unusual Eyes (Player’s Choice of 
  Color), Silver Hair, Light Brown Hair 
  99 
  Unusual Eyes (Player’s Choice of 
  Color), Silver Hair, Silver Hair 
  00 
  Unusual Eyes (Player’s Choice of 
  Color), Silver Hair, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
   
   
  TABLE 16.B 
  Elven Physical Appearance 
  D100 
  Roll 
  Aspects of Physical Appearance 
  01-02 Amber Eyes, Black and Silver Hair 
  03-04 Amber Eyes, Black Hair 
  05-06 Amber Eyes, Coppery Red and Gold 
  Hair 
  07-08 Amber Eyes, Coppery Red Hair 
  09-10 Amber Eyes, Dark Brown Hair 
  11-12 Amber Eyes, Gold and Silver Hair 
  13-14 Amber Eyes, Gold Hair 
  15 
  Amber Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  16 
  Blue-Green Eyes, Black and Silver 
  Hair 
  17 
  Blue-Green Eyes, Black Hair 
  18 
  Blue-Green Eyes, Coppery Red and 
  Gold Hair 
  19 
  Blue-Green Eyes, Coppery Red Hair 
  20 
  Blue-Green Eyes, Dark Brown Hair 
  21 
  Blue-Green Eyes, Gold and Silver 
  Hair 
  22 
  Blue-Green Eyes, Gold Hair 
  23 
  Blue-Green Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  24 
  Dark Brown Eyes, Black and Silver 
  Hair 
  25 
  Dark Brown Eyes, Black Hair 
  26 
  Dark Brown Eyes, Coppery Red and 
  Gold Hair 
  27 
  Dark Brown Eyes, Coppery Red 
  Hair 
  28 
  Dark Brown Eyes, Dark Brown Hair 
  29 
  Dark Brown Eyes, Gold and Silver 
  Hair 
  30 
  Dark Brown Eyes, Gold Hair 
  31 
  Dark Brown Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  32-33 Gray-Green Eyes, Black and Silver 
  Hair 
  34-35 Gray-Green Eyes, Black Hair 
  36-37 Gray-Green Eyes, Coppery Red and 
  Gold Hair 
  38-39 Gray-Green Eyes, Coppery Red Hair 
  40-41 Gray-Green Eyes, Dark Brown Hair 
  42-43 Gray-Green Eyes, Gold and Silver 
  Hair 
  44-45 Gray-Green Eyes, Gold Hair 
  46 
  Gray-Green Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  47-48 Green Eyes, Black and Silver Hair 
  49-50 Green Eyes, Black Hair 
  
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  51-52 Green Eyes, Coppery Red and Gold 
  Hair 
  53-54 Green Eyes, Coppery Red Hair 
  55-56 Green Eyes, Dark Brown Hair 
  57-58 Green Eyes, Gold and Silver Hair 
  59-60 Green Eyes, Gold Hair 
  61 
  Green Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  62-63 Hazel Eyes, Black and Silver Hair 
  64-65 Hazel Eyes, Black Hair 
  66-67 Hazel Eyes, Coppery Red and Gold 
  Hair 
  68-69 Hazel Eyes, Coppery Red Hair 
  70-71 Hazel Eyes, Dark Brown Hair 
  72-73 Hazel Eyes, Gold and Silver Hair 
  74-75 Hazel Eyes, Gold Hair 
  76 
  Hazel Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  77 
  Light Brown Eyes, Black and Silver 
  Hair 
  78 
  Light Brown Eyes, Black Hair 
  79 
  Light Brown Eyes, Coppery Red and 
  Gold Hair 
  80 
  Light Brown Eyes, Coppery Red 
  Hair 
  81 
  Light Brown Eyes, Dark Brown Hair 
  82 
  Light Brown Eyes, Gold and Silver 
  Hair 
  83-84 Light Brown Eyes, Gold Hair 
  85 
  Light Brown Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  86 
  Unusual Eyes (Player’s Choice of 
  Color), Black and Silver Hair 
  87 
  Unusual Eyes (Player’s Choice of 
  Color), Black Hair 
  88 
  Unusual Eyes (Player’s Choice of 
  Color), Coppery Red and Gold Hair 
  89 
  Unusual Eyes (Player’s Choice of 
  Color), Coppery Red Hair 
  90 
  Unusual Eyes (Player’s Choice of 
  Color), Dark Brown Hair 
  91 
  Unusual Eyes (Player’s Choice of 
  Color), Gold and Silver Hair 
  92 
  Unusual Eyes (Player’s Choice of 
  Color), Gold Hair 
  93 
  Unusual Eyes (Player’s Choice of 
  Color), Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  94 
  Violet Eyes, Black and Silver Hair 
  95 
  Violet Eyes, Black Hair 
  96 
  Violet Eyes, Coppery Red and Gold 
  Hair 
  97 
  Violet Eyes, Dark Brown Hair 
  98 
  Violet Eyes, Gold and Silver Hair 
  99 
  Violet Eyes, Gold Hair 
  00 
  Violet Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
   
  TABLE 16.C 
  Halfling Physical Appearance 
  D100 
  Roll 
  Aspects of Physical Appearance 
  01-06 Dark Brown Eyes, Blond-Brown 
  Hair 
  07-12 Dark Brown Eyes, Brownish-Red 
  Hair 
  13-18 Dark Brown Eyes, Dark Brown Hair 
  19-24 Dark Brown Eyes, Light Brown Hair 
  25-30 Dark Brown Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  31-33 Gray Eyes, Blond-Brown Hair 
  34-36 Gray Eyes, Brownish-Red Hair 
  37-39 Gray Eyes, Dark Brown Hair 
  40-42 Gray Eyes, Light Brown Hair 
  43 
  Gray Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  44-49 Hazel Eyes, Blond-Brown Hair 
  50-55 Hazel Eyes, Brownish-Red Hair 
  56-62 Hazel Eyes, Dark Brown Hair 
  63-69 Hazel Eyes, Light Brown Hair 
  70 
  Hazel Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  
  P a g e  | 106
   
   
  71-76 Light Brown Eyes, Blond-Brown 
  Hair 
  77-82 Light Brown Eyes, Brownish-Red 
  Hair 
  83-88 Light Brown Eyes, Dark Brown Hair 
  89-94 Light Brown Eyes, Light Brown Hair 
  95 
  Light Brown Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  96 
  Unusual Eyes (Player’s Choice of 
  Color), Blond-Brown Hair 
  97 
  Unusual Eyes (Player’s Choice of 
  Color), Brownish-Red Hair 
  98 
  Unusual Eyes (Player’s Choice of 
  Color), Dark Brown Hair 
  99 
  Unusual Eyes (Player’s Choice of 
  Color), Light Brown Hair 
  00 
  Unusual Eyes (Player’s Choice of 
  Color), Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
   
   
  TABLE 16.D 
  Human Physical Appearance 
  D100 
  Roll 
  Aspects of Physical Appearance 
  01 
  Blue or Violet-Blue Eyes, Black and 
  Silver Hair 
  02 
  Blue or Violet-Blue Eyes, Black Hair 
  03 
  Blue or Violet-Blue Eyes, Blond and 
  Silver Hair 
  04 
  Blue or Violet-Blue Eyes, Blond 
  Hair 
  05 
  Blue or Violet-Blue Eyes, Blond-
  Brown Hair 
  06 
  Blue or Violet-Blue Eyes, Blond-Red 
  Hair 
  07 
  Blue or Violet-Blue Eyes, Brownish-
  Red Hair 
  08 
  Blue or Violet-Blue Eyes, Dark 
  Brown Hair 
  09 
  Blue or Violet-Blue Eyes, Light 
  Brown Hair 
  10 
  Blue or Violet-Blue Eyes, Red Hair 
  11 
  Blue or Violet-Blue Eyes, Silver Hair 
  12 
  Blue or Violet-Blue Eyes, Unusual 
  Hair (Player’s Choice of Color, or 
  Style, or Bald, etc.) 
  13 
  Blue or Violet-Blue Eyes, White Hair 
  14 
  Blue-Green Eyes, Black and Silver 
  Hair 
  15 
  Blue-Green Eyes, Black Hair 
  16 
  Blue-Green Eyes, Blond and Silver 
  Hair 
  17 
  Blue-Green Eyes, Blond Hair 
  18 
  Blue-Green Eyes, Blond-Brown Hair 
  19 
  Blue-Green Eyes, Blond-Red Hair 
  20 
  Blue-Green Eyes, Brownish-Red 
  Hair 
  21 
  Blue-Green Eyes, Dark Brown Hair 
  22 
  Blue-Green Eyes, Light Brown Hair 
  23 
  Blue-Green Eyes, Red Hair 
  24 
  Blue-Green Eyes, Silver Hair 
  25 
  Blue-Green Eyes, Unusual Hair 
  (Player’s Choice of Color, or Style, or 
  Bald, etc.) 
  26 
  Blue-Green Eyes, White Hair 
  27-28 Brown Eyes, Black and Silver Hair 
  
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  29-30 Brown Eyes, Black Hair 
  31-32 Brown Eyes, Blond and Silver Hair 
  33-34 Brown Eyes, Blond Hair 
  35-36 Brown Eyes, Blond-Brown Hair 
  37-38 Brown Eyes, Blond-Red Hair 
  39-40 Brown Eyes, Brownish-Red Hair 
  41-42 Brown Eyes, Dark Brown Hair 
  43-44 Brown Eyes, Light Brown Hair 
  45 
  Brown Eyes, Red Hair 
  46 
  Brown Eyes, Silver Hair 
  47 
  Brown Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  48 
  Brown Eyes, White Hair 
  49 
  Gray or Gray-Blue Eyes, Black and 
  Silver Hair 
  50 
  Gray or Gray-Blue Eyes, Black Hair 
  51 
  Gray or Gray-Blue Eyes, Blond and 
  Silver Hair 
  52 
  Gray or Gray-Blue Eyes, Blond Hair 
  53 
  Gray or Gray-Blue Eyes, Blond-
  Brown Hair 
  54 
  Gray or Gray-Blue Eyes, Blond-Red 
  Hair 
  55 
  Gray or Gray-Blue Eyes, Brownish-
  Red Hair 
  56 
  Gray or Gray-Blue Eyes, Dark 
  Brown Hair 
  57 
  Gray or Gray-Blue Eyes, Light 
  Brown Hair 
  58 
  Gray or Gray-Blue Eyes, Red Hair 
  59 
  Gray or Gray-Blue Eyes, Silver Hair 
  60 
  Gray or Gray-Blue Eyes, Unusual 
  Hair (Player’s Choice of Color, or 
  Style, or Bald, etc.) 
  61 
  Gray or Gray-Blue Eyes, White Hair 
  62 
  Green or Gray-Green Eyes, Black 
  and Silver Hair 
  63 
  Green or Gray-Green Eyes, Black 
  Hair 
  64 
  Green or Gray-Green Eyes, Blond 
  and Silver Hair 
  65 
  Green or Gray-Green Eyes, Blond 
  Hair 
  66 
  Green or Gray-Green Eyes, Blond-
  Brown Hair 
  67 
  Green or Gray-Green Eyes, Blond-
  Red Hair 
  68 
  Green or Gray-Green Eyes, 
  Brownish-Red Hair 
  69 
  Green or Gray-Green Eyes, Dark 
  Brown Hair 
  70 
  Green or Gray-Green Eyes, Light 
  Brown Hair 
  71 
  Green or Gray-Green Eyes, Red 
  Hair 
  72 
  Green or Gray-Green Eyes, Silver 
  Hair 
  73 
  Green or Gray-Green Eyes, Unusual 
  Hair (Player’s Choice of Color, or 
  Style, or Bald, etc.) 
  74 
  Green or Gray-Green Eyes, White 
  Hair 
  75 
  Hazel Eyes, Black and Silver Hair 
  76 
  Hazel Eyes, Black Hair 
  77 
  Hazel Eyes, Blond and Silver Hair 
  78 
  Hazel Eyes, Blond Hair 
  79 
  Hazel Eyes, Blond-Brown Hair 
  80 
  Hazel Eyes, Blond-Red Hair 
  81 
  Hazel Eyes, Brownish-Red Hair 
  82 
  Hazel Eyes, Dark Brown Hair 
  83 
  Hazel Eyes, Light Brown Hair 
  84 
  Hazel Eyes, Red Hair 
  85 
  Hazel Eyes, Silver Hair 
  86 
  Hazel Eyes, Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  87 
  Hazel Eyes, White Hair 
  88 
  Unusual Eyes (Player’s Choice of 
  Color), Black and Silver Hair 
  89 
  Unusual Eyes (Player’s Choice of 
  Color), Black Hair 
  90 
  Unusual Eyes (Player’s Choice of 
  Color), Blond and Silver Hair 
  91 
  Unusual Eyes (Player’s Choice of 
  Color), Blond Hair 
  92 
  Unusual Eyes (Player’s Choice of 
  Color), Blond-Brown Hair 
  93 
  Unusual Eyes (Player’s Choice of 
  Color), Blond-Red Hair 
  94 
  Unusual Eyes (Player’s Choice of 
  Color), Brownish-Red Hair 
  
  P a g e  | 108
   
   
  95 
  Unusual Eyes (Player’s Choice of 
  Color), Dark Brown Hair 
  96 
  Unusual Eyes (Player’s Choice of 
  Color), Light Brown Hair 
  97 
  Unusual Eyes (Player’s Choice of 
  Color), Red Hair 
  98 
  Unusual Eyes (Player’s Choice of 
  Color), Silver Hair 
  99 
  Unusual Eyes (Player’s Choice of 
  Color), Unusual Hair (Player’s 
  Choice of Color, or Style, or Bald, 
  etc.) 
  00 
  Unusual Eyes (Player’s Choice of 
  Color), White Hair 
   
   
   
  Chapter XXI: 
  Character Height 
  Determination 
  (Supplementary to pg. 15) 
   
  There are times where you might want to know 
  a character’s height. Here are some examples 
  of in-game situations where height becomes 
  important: 
  ❖ Your elven character wants to fit into 
  the stunning ebony plate armor that 
  was worn by a hulking 7’-tall villain. 
  Will it fit now in the dungeon (giving 
  you a much better Armor Class), or do 
  you need to take the time and money to 
  get it professionally refitted by an 
  armorer? 
  ❖ Your Game Master is enforcing an 
  Advanced rule that says short 
  characters can’t wield pole arms, long 
  bows, or two-handed swords. Can you 
  simply say “I’m a tall dwarf” and get 
  away with it? 
  ❖ You’re in desperate need to disguise 
  yourself as a noble’s bodyguard so that 
  the party can successfully infiltrate a 
  dungeon. The bodyguard is 5’ 3”. Can 
  you convince the GM that your 
  character should get a bonus to the roll 
  for being close to that height? 
  ❖ You and your buddy are both trapped 
  in a 65’-deep pit, surrounded by a 
  horde of starving giant rats. The party 
  members up above are trying to save 
  your lives. They have anchored a 50’-
  long rope that is now dangling above 
  your head. If you stand on your buddy’s 
  shoulders, can you jump and grab the 
  rope? Of equal importance, is your 
  buddy going to die if he can’t climb out? 
  
  P a g e  | 109
   
   
   
  These situations can be hand-waved, of course. 
  But for those games that feature a deeper level 
  of realism, a character’s height can be a very 
  important bit of trivia to know at a moment’s 
  notice. Height also directly influences weight, 
  which is a particular we’ll dwell upon in the 
  next following chapter. 
  To randomly determine a character’s height, 
  you need to classify four variables: race, sex, 
  Strength, and Constitution. Add the PC’s STR 
  and CON together to get a basic “height factor”. 
  Then, consult the table below to determine the 
  baseline (average) height that is appropriate to 
  your character’s situation. 
  There is some variability in height figures, of 
  course, since STR and CON don’t tell the entire 
  story. Once you’ve noted your character’s 
  baseline height, roll 1D6: 
  ❖ Shorter: If you roll a 1 or a 2, your 
  character is shorter than average. Roll 
  using the height randomizer column 
  appropriate to your character’s race 
  and sex, and subtract that many inches 
  from the baseline to determine your 
  character’s height. 
  ❖ Average: If you roll a 3 or 4, your 
  character is of average height, and no 
  variance roll is required. 
  ❖ Taller: If you roll a 5 or 6, your 
  character is taller than average. Roll 
  using the height randomizer column 
  appropriate to your character’s race 
  and sex, and add that many inches to 
  the baseline to determine your 
  character’s height. 
   
  As an example, let’s say that you’re playing 
  Almunda (a female dwarf), with STR 13 and 
  CON 14. Her height factor (STR+CON) is 27. 
  Looking at the table for female dwarves, we find 
  that the average baseline height in that range 
  is 3 feet, 11 inches. We then roll 1D6, and a 
  result of 5 indicates that she is taller than 
  average. The height randomizer figure for that 
  bracket is 1D2-1 inches. Therefore we roll 1D2 
  (or flip a coin, heads = 1, tails = 2), and subtract 
  1. 
   
  A roll of 2, minus one, means that she gets +1 
  inch added to her height. This gives her a nice, 
  clean height of 4’ even, which is rather 
  impressive considering the STR 10 / CON 10 
  baseline of her lady peers (who average 3’ 10” 
  tall). Perhaps we will now name her Almunda 
  the Tall, and woe to any towering humans who 
  might dare to disagree! 
  
  P a g e  | 110
   
   
  TABLE 17.A 
  Dwarven Female Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6-8 
  3 Feet, 6 Inches 
  None 
  9-11 
  3 Feet, 7 Inches 
  None 
  12-14 
  3 Feet, 8 Inches 
  None 
  15-17 
  3 Feet, 9 Inches 
  1D2-1 Inches 
  18-24 
  3 Feet, 10 Inches 1D2-1 Inches 
  25-27 
  3 Feet, 11 Inches 1D2-1 Inches 
  28-30 
  4 Feet 
  1D2 Inches 
  31-33 
  4 Feet, 1 Inch 
  1D2 Inches 
  34-36 
  4 Feet, 2 Inches 
  1D2 Inches 
   
  TABLE 17.B 
  Dwarven Male Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6-8 
  3 Feet, 8 Inches 
  None 
  9-11 
  3 Feet, 9 Inches 
  1D2-1 Inches 
  12-14 
  3 Feet, 10 Inches 1D2-1 Inches 
  15-17 
  3 Feet, 11 Inches 1D2-1 Inches 
  18-24 
  4 Feet 
  1D2 Inches 
  25-26 
  4 Feet, 1 Inch 
  1D2 Inches 
  27-28 
  4 Feet, 2 Inches 
  1D2 Inches 
  29-30 
  4 Feet, 3 Inches 
  1D2 Inches 
  31-32 
  4 Feet, 4 Inches 
  1D3 Inches 
  33-34 
  4 Feet, 5 Inches 
  1D3 Inches 
  35-36 
  4 Feet, 6 Inches 
  1D3 Inches 
   
  TABLE 17.C 
  Elven Female Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6-8 
  4 Feet, 2 Inches 
  None 
  9-11 
  4 Feet, 3 Inches 
  1D2-1 Inches 
  12-14 
  4 Feet, 4 Inches 
  1D2-1 Inches 
  15-17 
  4 Feet, 5 Inches 
  1D2-1 Inches 
  18-24 
  4 Feet, 6 Inches 
  1D2 Inches 
  25-26 
  4 Feet, 7 Inches 
  1D2 Inches 
  27-28 
  4 Feet, 8 Inches 
  1D2 Inches 
  29-30 
  4 Feet, 9 Inches 
  1D2 Inches 
  31-32 
  4 Feet, 10 Inches 1D3 Inches 
  33-34 
  4 Feet, 11 Inches 1D3 Inches 
  35-36 
  5 Feet 
  1D3 Inches 
   
   
   
  TABLE 17.D 
  Elven Male Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6-8 
  4 Feet, 8 Inches 
  None 
  9-11 
  4 Feet, 9 Inches 
  1D2-1 Inches 
  12-14 
  4 Feet, 10 Inches 1D2-1 Inches 
  15-17 
  4 Feet, 11 Inches 1D2-1 Inches 
  18-24 
  5 Feet 
  1D2 Inches 
  25-26 
  5 Feet, 1 Inch 
  1D2 Inches 
  27-28 
  5 Feet, 2 Inches 
  1D2 Inches 
  29-30 
  5 Feet, 3 Inches 
  1D2 Inches 
  31-32 
  5 Feet, 4 Inches 
  1D3 Inches 
  33-34 
  5 Feet, 5 Inches 
  1D3 Inches 
  35-36 
  5 Feet, 6 Inches 
  1D3 Inches 
   
  
  P a g e  | 111
   
   
  TABLE 17.E 
  Halfling Female Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6-9 
  2 Feet, 6 Inches 
  None 
  10-13 
  2 Feet, 7 Inches 
  None 
  14-17 
  2 Feet, 8 Inches 
  None 
  18-24 
  2 Feet, 9 Inches 
  1D2-1 Inches 
  25 
  2 Feet, 10 Inches 1D2-1 Inches 
  26 
  2 Feet, 11 Inches 1D2-1 Inches 
  27 
  3 Feet 
  1D2-1 Inches 
  28 
  3 Feet, 1 Inch 
  1D2-1 Inches 
  29 
  3 Feet, 2 Inches 
  1D2-1 Inches 
  30 
  3 Feet, 3 Inches 
  1D2-1 Inches 
  31 
  3 Feet, 4 Inches 
  1D2 Inches 
  32 
  3 Feet, 5 Inches 
  1D2 Inches 
  33 
  3 Feet, 6 Inches 
  1D2 Inches 
  34 
  3 Feet, 7 Inches 
  1D2 Inches 
  35 
  3 Feet, 8 Inches 
  1D2 Inches 
  36 
  3 Feet, 9 Inches 
  1D2 Inches 
   
  TABLE 17.F 
  Halfling Male Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6-9 
  2 Feet, 9 Inches 
  None 
  10-13 
  2 Feet, 10 Inches None 
  14-17 
  2 Feet, 11 Inches None 
  18-24 
  3 Feet 
  1D2-1 Inches 
  25 
  3 Feet, 1 Inch 
  1D2-1 Inches 
  26 
  3 Feet, 2 Inches 
  1D2-1 Inches 
  27 
  3 Feet, 3 Inches 
  1D2-1 Inches 
  28 
  3 Feet, 4 Inches 
  1D2-1 Inches 
  29 
  3 Feet, 5 Inches 
  1D2-1 Inches 
  30 
  3 Feet, 6 Inches 
  1D2-1 Inches 
  31 
  3 Feet, 7 Inches 
  1D2 Inches 
  32 
  3 Feet, 8 Inches 
  1D2 Inches 
  33 
  3 Feet, 9 Inches 
  1D2 Inches 
  34 
  3 Feet, 10 Inches 1D2 Inches 
  35 
  3 Feet, 11 Inches 1D2 Inches 
  36 
  4 Feet 
  1D2 Inches 
   
   
   
  TABLE 17.G 
  Human Female Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6 
  4 Feet, 3 Inches 
  1D2 Inches 
  7 
  4 Feet, 4 Inches 
  1D3 Inches 
  8 
  4 Feet, 5 Inches 
  1D3 Inches 
  9 
  4 Feet, 6 Inches 
  1D3 Inches 
  10 
  4 Feet, 7 Inches 
  1D3 Inches 
  11 
  4 Feet, 8 Inches 
  1D3 Inches 
  12 
  4 Feet, 9 Inches 
  1D4 Inches 
  13 
  4 Feet, 10 Inches 1D4 Inches 
  14 
  4 Feet, 11 Inches 1D4 Inches 
  15 
  5 Feet 
  1D4 Inches 
  16 
  5 Feet, 1 Inch 
  2D3-1 Inches 
  17 
  5 Feet, 2 Inches 
  2D3-1 Inches 
  18-24 
  5 Feet, 3 Inches 
  2D3-1 Inches 
  25 
  5 Feet, 4 Inches 
  2D3-1 Inches 
  26 
  5 Feet, 5 Inches 
  1D6 Inches 
  27 
  5 Feet, 6 Inches 
  1D6 Inches 
  28 
  5 Feet, 7 Inches 
  1D6 Inches 
  
  P a g e  | 112
   
   
  29 
  5 Feet, 8 Inches 
  1D6 Inches 
  30 
  5 Feet, 9 Inches 
  1D6 Inches 
  31 
  5 Feet, 10 Inches 2D4-1 Inches 
  32 
  5 Feet, 11 Inches 2D4-1 Inches 
  33 
  6 Feet 
  2D4-1 Inches 
  34 
  6 Feet, 1 Inch 
  2D4-1 Inches 
  35 
  6 Feet, 2 Inches 
  2D4-1 Inches 
  36 
  6 Feet, 3 Inches 
  1D8 Inches 
   
  TABLE 17.H 
  Human Male Character Height 
  STR + 
  CON 
  Baseline Height 
  Height 
  Randomizers 
  6 
  4 Feet, 7 Inches 
  1D3 Inches 
  7 
  4 Feet, 8 Inches 
  1D3 Inches 
  8 
  4 Feet, 9 Inches 
  1D4 Inches 
  9 
  4 Feet, 10 Inches 1D4 Inches 
  10 
  4 Feet, 11 Inches 1D4 Inches 
  11 
  5 Feet 
  1D4 Inches 
  12 
  5 Feet, 1 Inch 
  2D3-1 Inches 
  13 
  5 Feet, 2 Inches 
  2D3-1 Inches 
  14 
  5 Feet, 3 Inches 
  2D3-1 Inches 
  15 
  5 Feet, 4 Inches 
  2D3-1 Inches 
  16 
  5 Feet, 5 Inches 
  1D6 Inches 
  17 
  5 Feet, 6 Inches 
  1D6 Inches 
  18-24 
  5 Feet, 7 Inches 
  1D6 Inches 
  25 
  5 Feet, 8 Inches 
  1D6 Inches 
  26 
  5 Feet, 9 Inches 
  1D6 Inches 
  27 
  5 Feet, 10 Inches 2D4-1 Inches 
  28 
  5 Feet, 11 Inches 2D4-1 Inches 
  29 
  6 Feet 
  2D4-1 Inches 
  30 
  6 Feet, 1 Inch 
  2D4-1 Inches 
  31 
  6 Feet, 2 Inches 
  2D4-1 Inches 
  32 
  6 Feet, 3 Inches 
  1D8 Inches 
  33 
  6 Feet, 4 Inches 
  1D8 Inches 
  34 
  6 Feet, 5 Inches 
  1D8 Inches 
  35 
  6 Feet, 6 Inches 
  1D8 Inches 
  36 
  6 Feet, 7 Inches 
  1D8 Inches 
   
   
  Chapter XXII: 
  Adventurer Weight 
  Calculation 
  (Supplementary to pg. 15) 
   
   
   
  There’s an open secret in the game’s history 
  pertaining to character weight: In the age 
  before the Internet, designers made educated 
  guesses about the appropriate weight figures 
  for characters of various height. But even 
  allowing for differences between the races, we 
  have enough statistical data to know that their 
  guesses weren’t very good. And unless dwarves 
  
  P a g e  | 113
   
   
  have flesh of adamantite and bones of iron, and 
  halflings possess the proportional physique of 
  Andre the Giant, many of the figures aren’t 
  even close. 
  If you’re not a purist, you can easily ignore this 
  chapter without harming anything in the 
  slightest. But the numbers tend to bug me 
  (quite a lot), so I suspect that they might bug 
  other games too. 
  So what is your character’s weight, and what 
  does it matter? Well … 
  ❖ Given your strength, when it suddenly 
  becomes a matter of life and death, can 
  you toss a dwarf? 
  ❖ Can you be tossed? 
  ❖ What if the dwarf is wearing armor? 
  ❖ Oh, and he didn’t want to drop the sack 
  of gold? 
  ❖ In a different situation, will the carter 
  or his horses notice when you drop 
  down from a low-hanging tree into their 
  wagon, even if you make your stealth 
  roll? 
  ❖ And perhaps the most important 
  question of all, can your allies carry 
  your unconscious body out of the 
  dungeon, or are you going to die down 
  there? 
   
  Medieval Weight and Sedentary Weight 
  Speaking of open secrets, it’s also widely known 
  that 21st-century humans are the heaviest 
  people to ever have walked the earth. Part of 
  this is because we have amazing protein 
  intakes, and we’re taller than ever before. 
  Another part of it, however, is the fact that the 
  average person weighs a lot more than they did 
  before, even when compared to the 1970s and 
  80s. 
  This brings up the matter of fit weight vs. 
  sedentary weight, along with the consideration 
  of diet and health in a medieval world that 
  happens to be imbued with lots of magic. After 
  some deliberation, I decided that people in the 
  game world would be taller than real world 
  medieval humans on average, and about as tall 
  as modern humans. However, the weights of 
  adventurers would almost certainly be closer to 
  the relevant fit weight figures than to sedentary 
  ones. 
  Very generally, it is also known that elves are 
  slender, halflings are plump, dwarves are 
  stocky, and an average adventuring human is 
  stronger than an average sedentary 21st-
  century gamer. Those traditional archetypes 
  have all been considered here. 
   
  Anyone can disagree with my presumptions, 
  and admittedly I’m making a lot of assumptions 
  herein to arrive at a somewhat questionable 
  conclusion. But if we follow those ideas to their 
  logical end, we come up with figures that are 
  roughly equivalent to the data-driven numbers 
  I provide below. 
   
  
  P a g e  | 114
   
   
  Random Character Weight Determination 
  This process is similar to the process for height, 
  as detailed in the previous chapter. It’s a bit 
  easier to calculate, though, because we’ve 
  already done some of the number crunching. 
  To randomly determine a character’s height, 
  you need to classify only two variables: race 
  and height. You already know your character’s 
  height from the previous chapter. Nothing that 
  figure, consult the table below to determine the 
  baseline (average) weight that is appropriate to 
  your character’s classification. 
  There is variability in weight figures, because 
  everyone has a different build. So once you’ve 
  noted your character’s baseline weight, roll 
  another 1D6 and consult the following: 
  ❖ Lighter: If you roll a 1 or a 2, your 
  character is lighter than average. Roll 
  using the height randomizer column 
  appropriate to your character’s race 
  and sex, and subtract that many 
  pounds from the baseline to determine 
  your character’s weight. 
  ❖ Average: If you roll a 3 or 4, your 
  character is of average weight, and no 
  variance roll is required. 
  ❖ Heavier: If you roll a 5 or 6, your 
  character is heavier than average. Roll 
  using the weight randomizer column 
  appropriate to your character’s race, 
  and add that many pounds to the 
  baseline to determine your character’s 
  weight. 
   
  Back to the example of Almunda the Tall, she’s 
  a dwarf and she’s 4’ tall. The dwarf weight table 
  below indicates that on average, she would 
  weigh 82 lbs. We roll 1D6 for weight variance, 
  and a result of 1 indicates that she’s lighter 
  than average. The weight randomizer figure 
  given for a 4’-tall dwarf is 1D6+1D10 lbs. So we 
  roll 1D6 and 1D10, resulting in a 5 and a 6, 
  respectively. This indicates that she’s 11 lbs. 
  lighter than average, resulting in a personal 
  weight rating of 71 lbs. 
  As a real world point of reference, a 4’ tall 
  human female child – admittedly much less 
  muscular and bulky than a dwarf – has a 2020 
  average weight rating of 50 lbs. Similarly, an 
  average child will not weigh 71 lbs. until they 
  are almost 55 inches (4’ 7”) tall. So Almunda, 
  despite her relative leanness, is quite heavy 
  from a human perspective, and that’s directly 
  due to her dwarven heritage. 
  And there we have it, a rather good compromise 
  between reality and the classic systems. Now, 
  if you’d care to discuss the matter of Almunda’s 
  weight and the realism thereof, I’ll be over at 
  the bar, observing from a vantage point of 
  relative safety … 
   
  TABLE 18.A 
  Dwarven Character Weight 
  Height 
  Baseline 
  Weight 
  Weight 
  Randomizers 
  3’ 6” 
  59 lbs. 
  1D12 lbs. 
  3’ 7” 
  62 lbs. 
  1D12 lbs. 
  3’ 8” 
  66 lbs. 
  1D4+1D10 lbs. 
  3’ 9” 
  70 lbs. 
  1D6+1D10 lbs. 
  3’ 10” 
  74 lbs. 
  1D6+1D10 lbs. 
  3’ 11” 
  78 lbs. 
  1D6+1D10 lbs. 
  4’ 
  82 lbs. 
  1D6+1D10 lbs. 
  4’ 1” 
  87 lbs. 
  1D8+1D10 lbs. 
  4’ 2” 
  92 lbs. 
  1D8+1D10 lbs. 
  4’ 3” 
  96 lbs. 
  2D10 lbs. 
  4’ 4” 
  101 lbs. 
  2D10 lbs. 
  4’ 5” 
  107 lbs. 
  1D10+1D12 lbs. 
  4’ 6” 
  112 lbs. 
  1D10+1D12 lbs. 
  4’ 7” 
  117 lbs. 
  2D12 lbs. 
  4’ 8” 
  123 lbs. 
  2D12+1 lbs. 
  4’ 9” 
  129 lbs. 
  2D12+2 lbs. 
   
  
  P a g e  | 115
   
   
  TABLE 18.B 
  Elf Character Weight 
  Height 
  Baseline 
  Weight 
  Weight 
  Randomizers 
  4’ 2” 
  55 lbs. 
  2D6-1 lbs. 
  4’ 3” 
  59 lbs. 
  1D12 lbs. 
  4’ 4” 
  62 lbs. 
  1D12 lbs. 
  4’ 5” 
  66 lbs. 
  1D4+1D10 lbs. 
  4’ 6” 
  70 lbs. 
  1D6+1D10 lbs. 
  4’ 7” 
  74 lbs. 
  1D6+1D10 lbs. 
  4’ 8” 
  78 lbs. 
  1D6+1D10 lbs. 
  4’ 9” 
  82 lbs. 
  1D6+1D10 lbs. 
  4’ 10” 
  87 lbs. 
  1D8+1D10 lbs. 
  4’ 11” 
  92 lbs. 
  1D8+1D10 lbs. 
  5’ 
  96 lbs. 
  2D10 lbs. 
  5’ 1” 
  107 lbs. 
  1D10+1D12 lbs. 
  5’ 2” 
  112 lbs. 
  1D10+1D12 lbs. 
  5’ 3” 
  117 lbs. 
  2D12 lbs. 
  5’ 4” 
  123 lbs. 
  2D12+1 lbs. 
  5’ 5” 
  129 lbs. 
  2D12+2 lbs. 
  5’ 6” 
  135 lbs. 
  2D12+3 lbs. 
  5’ 7” 
  141 lbs. 
  2D12+4 lbs. 
  5’ 8” 
  148 lbs. 
  4D6+6 lbs. 
  5’ 9” 
  154 lbs. 
  4D6+7 lbs. 
   
  TABLE 18.C 
  Halfling Character Weight 
  Height 
  Baseline 
  Weight 
  Weight 
  Randomizers 
  2’ 6” 
  30 lbs. 
  1D6 lbs. 
  2’ 7” 
  31 lbs. 
  1D6 lbs. 
  2’ 8” 
  32 lbs. 
  1D6 lbs. 
  2’ 9” 
  33 lbs. 
  2D4-1 lbs. 
  2’ 10” 
  34 lbs. 
  2D4-1 lbs. 
  2’ 11” 
  36 lbs. 
  2D4-1 lbs. 
  3’ 
  38 lbs. 
  1D8 lbs. 
  3’ 1” 
  40 lbs. 
  1D8 lbs. 
  3’ 2” 
  42 lbs. 
  1D8 lbs. 
  3’ 3” 
  44 lbs. 
  1D4+1D6-1 lbs. 
  3’ 4” 
  46 lbs. 
  1D4+1D6-1 lbs. 
  3’ 5” 
  49 lbs. 
  1D10 lbs. 
  3’ 6” 
  52 lbs. 
  1D10 lbs. 
  3’ 7” 
  55 lbs. 
  2D6-1 lbs. 
  3’ 8” 
  59 lbs. 
  1D12 lbs. 
  3’ 9” 
  62 lbs. 
  1D12 lbs. 
  3’ 10” 
  66 lbs. 
  1D4+1D10 lbs. 
  3’ 11” 
  70 lbs. 
  1D6+1D10 lbs. 
  4’ 
  74 lbs. 
  1D6+1D10 lbs. 
  4’ 1” 
  78 lbs. 
  1D6+1D10 lbs. 
  4’ 2” 
  82 lbs. 
  1D6+1D10 lbs. 
   
   
  TABLE 18.D 
  Human Character Weight 
  Height 
  Baseline 
  Weight 
  Weight 
  Randomizers 
  4’ 1” 
  59 lbs. 
  1D12 lbs. 
  4’ 2” 
  62 lbs. 
  1D12 lbs. 
  4’ 3” 
  66 lbs. 
  1D4+1D10 lbs. 
  4’ 4” 
  70 lbs. 
  1D6+1D10 lbs. 
  4’ 5” 
  74 lbs. 
  1D6+1D10 lbs. 
  4’ 6” 
  78 lbs. 
  1D6+1D10 lbs. 
  4’ 7” 
  82 lbs. 
  1D6+1D10 lbs. 
  4’ 8” 
  87 lbs. 
  1D8+1D10 lbs. 
  4’ 9” 
  92 lbs. 
  1D8+1D10 lbs. 
  4’ 10” 
  96 lbs. 
  2D10 lbs. 
  4’ 11” 
  101 lbs. 
  2D10 lbs. 
  5’ 
  107 lbs. 
  1D10+1D12 lbs. 
  5’ 1” 
  112 lbs. 
  1D10+1D12 lbs. 
  5’ 2” 
  117 lbs. 
  2D12 lbs. 
  5’ 3” 
  123 lbs. 
  2D12+1 lbs. 
  5’ 4” 
  129 lbs. 
  2D12+2 lbs. 
  
  P a g e  | 116
   
   
  5’ 5” 
  135 lbs. 
  2D12+3 lbs. 
  5’ 6” 
  141 lbs. 
  2D12+4 lbs. 
  5’ 7” 
  148 lbs. 
  4D6+6 lbs. 
  5’ 8” 
  154 lbs. 
  4D6+7 lbs. 
  5’ 9” 
  157 lbs. 
  4D6+8 lbs. 
  5’ 10” 
  161 lbs. 
  4D6+8 lbs. 
  5’ 11” 
  168 lbs. 
  4D6+10 lbs. 
  6’ 
  175 lbs. 
  4D6+11 lbs. 
  6’ 1” 
  183 lbs. 
  4D6+13 lbs. 
  6’ 2” 
  190 lbs. 
  4D6+14 lbs. 
  6’ 3” 
  198 lbs. 
  4D6+16 lbs. 
  6’ 4” 
  206 lbs. 
  4D6+17 lbs. 
  6’ 5” 
  214 lbs. 
  4D6+19 lbs. 
  6’ 6” 
  223 lbs. 
  4D6+21 lbs. 
  6’ 7” 
  232 lbs. 
  4D6+22 lbs. 
  6’ 8” 
  240 lbs. 
  4D6+24 lbs. 
  6’ 9” 
  250 lbs. 
  4D6+26 lbs. 
  6’ 10” 
  259 lbs. 
  4D6+28 lbs. 
  6’ 11” 
  268 lbs. 
  4D6+30 lbs. 
  7’ 
  278 lbs. 
  4D6+32 lbs. 
  7’ 1” 
  288 lbs. 
  4D6+34 lbs. 
  7’ 2” 
  299 lbs. 
  4D6+36 lbs. 
  7’ 3” 
  308 lbs. 
  4D6+38 lbs. 
   
   
  Chapter XXIII: 
  Entertaining Names for 
  Adventuring Fellowships 
  and Mercenary Companies 
  (Supplementary to pg. 100) 
   
   
   
  For those groups of players who would like to 
  grant a grandiose name to their party of 
  adventurers, the following system can be quite 
  a lot of fun. As a team exercise and impetus for 
  discussion, I recommend that the play group 
  should collectively roll on the following tables 
  together, and then discuss the results that best 
  suit the party’s members, motives, ideals, 
  enjoyment, and future aspirations. 
  To find an interesting group name, just roll 
  once on Table 1 (adjectives) and once on Table 
  2 (nouns). Please note that the tables have been 
  contrived to generate the greatest number of 
  unusual 
  combinations 
  possible, 
  not 
  for 
  absolute cohesion. 
  Some of the combinations you roll (“The Chaos 
  Naysayers,” or worse, “The Blinding Treasure 
  Seekers”) will be quite terrible, while others 
  (“The Bloodjaw Vigil,” or my current favorite, 
  “The Vainglorious Dastards”) will be epic, and 
  
  P a g e  | 117
   
   
  virtually demand that you all strive to live up to 
  the name. 
   
   
  This system is provided as dessert, intended to 
  follow the (occasionally laborious) feast of 
  character creation. These are the tables that I 
  recommend you roll on to pass the time while 
  you’re waiting to actually play. 
  If the system makes you laugh or smile, it has 
  done its duty. Until next time, happy Oldskull 
  gaming, and enjoy! 
   
   
  TABLE 19.A 
  Adventuring Company Names (I) 
  Adjectives / Descriptors 
  D100 
  Roll 
  Fellowship Name Element 
  01 
  The Amber or The Amethyst 
  02 
  The Ancient 
  03 
  The Arcane 
  04 
  The Argent 
  05 
  The Astral 
  06 
  The Azure 
  07 
  The Baneful 
  08 
  The Beryl or The Black 
  09 
  The Black Death or The Blood 
  10 
  The Blinded 
  11 
  The Blinding 
  12 
  The Bloodied or The Bloodjaw 
  13 
  The Brazen or The Bright 
  14 
  The Brilliant 
  15 
  The Burning 
  16 
  The Bygone 
  17 
  The Celestial 
  18 
  The Chaos 
  19 
  The Chosen 
  20 
  The Cloud 
  21 
  The Cobalt 
  22 
  The Crimson 
  23 
  The Crystal 
  24 
  The Dark or The Darkling 
  25 
  The Darkmoor or The Dire 
  26 
  The Doom 
  27 
  The Doughty 
  28 
  The Dread 
  29 
  The Dusk 
  30 
  The Ebon or The Ebony 
  31 
  The Elder or The Elemental 
  32 
  The Emerald 
  33 
  The Enlightened or The Eternal 
  34 
  The Ethereal 
  35 
  The Ever-Seeking 
  36 
  The Ever-Vigilant 
  37 
  The Exalted 
  38 
  The Fearless 
  39 
  The Forgotten or The Forsaken 
  40 
  The Free or The Free-Lance 
  
  P a g e  | 118
   
   
  41 
  The Gloom or The Gloom-Wrought 
  42 
  The Glorious 
  43 
  The Golden 
  44 
  The Green or The Grey 
  45 
  The Hallowed 
  46 
  The Heartless 
  47 
  The Hidden 
  48 
  The Honored 
  49 
  The Hungering 
  50 
  The Illustrious 
  51 
  The Inner 
  52 
  The Iron or The Iron Wolf 
  53 
  The Ivory or The Jade 
  54 
  The Lightning 
  55 
  The Lost 
  56 
  The Lunar 
  57 
  The Mad or The Mad God’s 
  58 
  The Masked 
  59 
  The Midnight or The Mysterious 
  60 
  The Mystic 
  61 
  The Night or The Occult 
  62 
  The Ochre 
  63 
  The Old or The Old Guard 
  64 
  The Pale or The Pyre 
  65 
  The Quintessential 
  66 
  The Radiant 
  67 
  The Red or The Relentless 
  68 
  The Resplendent or The Rune 
  69 
  The Runed or The Sable 
  70 
  The Sacred or The Sapphire 
  71 
  The Scarlet 
  72 
  The Secret or The Serpent 
  73 
  The Serpentine or The Shadow 
  74 
  The Shadowed or The Shining 
  75 
  The Silver or The Singing 
  76 
  The Sinister or The Skulking 
  77 
  The Skull 
  78 
  The Solar 
  79 
  The Solemn or The Sophite 
  80 
  The Starving 
  81 
  The Steel or The Steel-Hearted 
  82 
  The Supernal 
  83 
  The Thunder or The Thundering 
  84 
  The Timeless 
  85 
  The Topaz 
  86 
  The True 
  87 
  The Umber 
  88 
  The Unconquered or The 
  Undaunted 
  89 
  The Undefiled or The Undying 
  90 
  The Unknown 
  91 
  The Vainglorious 
  92 
  The Valiant or The Veiled 
  93 
  The Vengeful 
  94 
  The Vermilion or The Violet 
  95 
  The Viridian 
  96 
  The Wandering 
  97 
  The White or The Whited 
  98 
  The Wild 
  99 
  The Winter or The Wintry 
  00 
  The Yellow 
   
   
   
  
  P a g e  | 119
   
   
  TABLE 19.B 
  Adventuring Company Names (II) 
  Nouns / Member Designations 
  D100 
  Roll 
  Fellowship Name Element 
  01 
  Adepts 
  02 
  Adventurers 
  03 
  Alliance 
  04 
  Archers 
  05 
  Argonauts 
  06 
  Armsmen 
  07 
  Avengers 
  08 
  Axes or Axemen 
  09 
  Backstabbers 
  10 
  Band 
  11 
  Bandits 
  12 
  Battalion or Berserkers 
  13 
  Blackguards or Blackhearts 
  14 
  Blades or Bounty Hunters 
  15 
  Bowmen or Brethren 
  16 
  Brigade or Brotherhood 
  17 
  Brothers or Cabal 
  18 
  Cave Crawlers or Champions 
  19 
  Chapterhouse or Children 
  20 
  Circle or Clan 
  21 
  Claws or Cohort 
  22 
  Comitatus or Companions 
  23 
  Company or Conclave 
  24 
  Condottieri or Contingent 
  25 
  Convocation 
  26 
  Crew or Crown 
  27 
  Crusaders or Cult 
  28 
  Cutthroats or Daredevils 
  29 
  Dastards or Daughters 
  30 
  Deep Delvers or Defenders 
  31 
  Defiant or Deliverance 
  32 
  Delvers or Demons 
  33 
  Destroyers or Devils 
  34 
  Disciples or Doomsayers 
  35 
  Dragon Slayers or Drunken Lords 
  36 
  Dungeoneers or Dweomer Crafters 
  37 
  Eagles or Elite 
  38 
  Exarchs or Exiles 
  39 
  Expeditionary or Explorers 
  40 
  Eye(s) or Falcons 
  41 
  Fallen or Fangs 
  42 
  Fellowship or Few 
  43 
  Fist or Followers 
  44 
  Forsaken or Fortune Hunters 
  45 
  Freebooters or Furies 
  46 
  Gathering or Glaives 
  47 
  Goremongers or Grail 
  48 
  Grognards or Guardians 
  49 
  Guild or Hammers 
  50 
  Hand or Harbingers 
  51 
  Hawks or Heart 
  52 
  Hell Hounds or Hellbound 
  53 
  Highlanders or Hirelings 
  54 
  Horde or Host 
  55 
  Hunters or Iconoclasts 
  56 
  Impalers or Inquisitors 
  57 
  Irregulars or Jesters 
  58 
  Keepers or Knights 
  59 
  Lancers or League 
  60 
  Legion or Light 
  61 
  Lions or Maelstrom 
  62 
  Magisters or Manticores 
  63 
  Marauders or Mercenaries 
  64 
  Naysayers or Ne’er-Do-Wells 
  65 
  Orc Slayers or Order 
  66 
  Outlaws or Outriders 
  67 
  Path or Pathfinders 
  68 
  Pikemen or Pillagers 
  69 
  Plunderers or Protectors 
  70 
  Purifiers or Raiders 
  71 
  Rangers or Ravens 
  72 
  Reavers or Riders 
  73 
  Scimitars or Scorpions 
  74 
  Sect or Seekers 
  75 
  Sell-Swords or Sentinels 
  76 
  Sentries or Serpents 
  77 
  Shadows or Shield Bearers 
  78 
  Shields or Shroud 
  79 
  Silence or Sisterhood 
  80 
  Sisters or Skirmishers 
  81 
  Slaughterers or Slayers 
  82 
  Society or Sons 
  83 
  Soul Stealers or Spearmen 
  84 
  Spell-Slingers or Storm Lords 
  85 
  Striders or Swashbucklers 
  
  P a g e  | 120
   
   
  86 
  Talons or Templars 
  87 
  Tomb Delvers or Torch Bearers 
  88 
  Treasure Seekers or Twilight 
  89 
  Unbelievers or Undefiled 
  90 
  Vampire Hunters or Vanguard 
  91 
  Veil or Velites 
  92 
  Vengeance or Veterans 
  93 
  Vigil or Vipers 
  94 
  Wanderers or Warband 
  95 
  Wardens or Warders 
  96 
  Warhounds or Warmongers 
  97 
  Wastelanders or Watch 
  98 
  Watchers or Way 
  99 
  Wayfarers or Wisdom 
  00 
  Wolves or Wolverines  
   
   
  About the Author 
   
   
   
  Beginning play as a chaotic neutral normal 
  human with one measly hit point to his name, 
  KENT 
  DAVID 
  KELLY 
  eventually 
  became 
  apprenticed to a magic-user of ill repute ... a 
  foul man who dwelt in the steamy deeps of the 
  Ivory Cloud Mountain. After this mentor 
  carelessly 
  misplaced 
  an 
  intelligent 
  soul-
  sucking sword and then died under suspicious 
  circumstances, his former henchman Mr. Kelly 
  escaped to the deeper underground and there 
  began playing Satanic role-playing games. 
  This, the legends tell us, occurred in the year 
  1981. 
  Hoary wizard-priests who inspired Mr. Kelly in 
  his netherworldly machinations included the 
  peerless Mr. E. Gary Gygax, Carr, Arneson, 
  Cook, Hammack, Jaquays, Bledsaw, Moldvay, 
  Kuntz, Schick and Ward. Sadly, a misguided 
  made-for-the-basements movie entitled Mazes 
  and 
  Monsters 
  gave 
  Mr. 
  Kelly’s 
  parents 
  conniptions in 1982. As a result of that 
  blasphemous Tom Hanks debacle (and other 
  more personal lapses in judgment), Mr. Kelly 
  was eventually forbidden from playing his 
  favorite game for a considerable length of time. 
  
  P a g e  | 121
   
   
  Nonplussed but not defeated, he used this 
  enforced exile to escape to a friend’s alehouse, 
  and there indulged himself in now-classic 
  computer RPGs such as Zork, Telengard, 
  Temple of Apshai, Ultima, Tunnels of Doom, 
  The Bard’s Tale, Phantasie, Pool of Radiance, 
  Wizard’s Crown and Wasteland. He then went 
  on to write computer versions of his own 
  FRPGs, which led to his obsession with 
  coupling creative design elements with random 
  dungeons 
  and 
  unpredictable 
  adventure 
  generation. 
  Mr. Kelly wrote and submitted his first 
  adventure for Dungeon Magazine #1 in 1986. 
  Unfortunately, one Mr. Moore decided that his 
  submission was far too “Lovecraftian, horrific 
  and unfair” to ever serve that worthy periodical 
  as a publishable adventure. Mr. Kelly, it must 
  be said, took this rejection as a very good sign 
  of things to come. 
  In the late 80s and 90s, Mr. Kelly wrote short 
  stories, poems and essays ... some of which 
  have been published under the Wonderland 
  Imprints banner. He wrote several dark fantasy 
  and horror novels as well. Concurrently, he ran 
  Dark Angel Collectibles, selling classic FRPG 
  materials as Darkseraphim, and assisted the 
  Acaeum with the creation of the Valuation 
  Board and other minor research projects. 
  At this time, Mr. Kelly and his entourage of evil 
  gnomes are rumored to dwell in the dread and 
  deathly 
  under-halls 
  of 
  the 
  Acaeum, 
  Dragonsfoot, ENWorld, Grognardia, Knights & 
  Knaves, ODD, and even more nefarious levels 
  deep down in the mega-dungeon of the Web. 
  There he remains in vigil, his vampiric sword 
  yet shivering in his hand. When not being 
  sought outright for answers to halfling riddles 
  or other more sundry sage advice, he is to be 
  avoided by sane individuals at all costs. 
   
  Other Helpful Play Aids 
  in the Castle Oldskull 
  Supplement Series 
   
   
   
  Since 2010, Wonderland Imprints has provided 
  many books celebrating the arts of gaming, 
  dreaming, and enthusiastic overindulgence in 
  the realms of the imagination. Over 70 volumes 
  including novels, novellas, poetry, history 
  books, and role-playing gaming aids have been 
  featured throughout the years. For those 
  intrepid readers who have followed the Castle 
  Oldskull series since 2012, I would like to 
  personally thank you for your steadfast loyalty 
  and patronage. Through your ongoing interest 
  over 120,000 Wonderland Imprints e-books 
  
  P a g e  | 122
   
   
  and print titles have been sold through 
  Amazon, 
  CreateSpace, 
  the 
  popular 
  and 
  occasionally best-selling Gold and Platinum 
  Medal offerings available on DriveThruRPG 
  (2017-present), as well as the esteemed 
  charity-supporting Bundle of Holding. (In 2019 
  I was honored to raise thousands of dollars for 
  cancer charity in my mother’s name, entirely 
  through the fans’ enthusiastic support of the 
  Castle Oldskull gaming line. Over 30,000 e-
  books were sold in March 2019.) 
  If you would like to browse my other titles, or 
  to leave a review, please feel free to look here: 
   
  https://www.drivethrurpg.com/browse/pub/
  7178/Kent-David-Kelly 
   
   
  Thank you as always for helping my family with 
  your purchases and devotion. I hope to be able 
  to write for you in the near future once again! 
  ~K 
   
  As a sincere Thank You to my readers, the 
  vast majority of my creative game design 
  work is made available for your own fair use 
  through the Open Game License. 
  Long live the King in Yellow and the OSR! 
   
   
   
   
   
  
  P a g e  | 123
   
   
  Legal 
   
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  Open Game Content may only be Used under 
  and in terms of the Open Game License (OGL). 
   
  DESIGNATION OF PRODUCT IDENTITY: This 
  entire work is designated as Open Game 
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  DESIGNATION OF OPEN GAME CONTENT: 
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  P a g e  | 124
   
   
  (h) “You” or “Your” means the licensee in terms 
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  13. Termination: 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  System Reference Document © 2000–2003, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  System Reference Document © 2000–2003, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.1 Copyright 
  2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document © 2002–
  2004, Wizards of the Coast, Inc.; Authors Bill 
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  Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and 
  JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker. 
  Cave Cricket from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. Fly, Giant from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Golem, Wood from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger. Kamadan from 
  the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on 
  original material by Nick Louth. 
  Rot Grub from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. Labyrinth Lord™ © 
  2007–2009, Daniel Proctor. Author Daniel 
  Proctor. 
  Darwin’s World © 2002, RPGObjects; Authors 
  Dominic Covey and Chris Davis. 
  Castles & Crusades: Players Handbook, © 
  2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Castles 
  & 
  Crusades: 
  Monsters 
  Product 
  Support, © 2005, Troll Lord Games. 
  OSRIC™ © 2006, Stuart Marshall, adapting 
  material prepared by Matthew J. Finch, based 
  upon the System Reference Document, and 
  inspired by the works of E. Gary Gygax, Dave 
  Arneson, and many others. 
  Basic Fantasy Role-Playing Game © 2006–2008 
  Chris Gonnerman. 
  
  P a g e  | 126
   
   
  New Spells: A Basic Fantasy Supplement © 
  2007 Chris Gonnerman, Ola Berg, Angelo 
  Bertolli, Jeff Querner, Everett Bradshaw, 
  Emiliano Marchetti, Ethan Moore, Jim Bobb, 
  and Scott Abraham. 
  Swords & Wizardry Core Rules, © 2008, 
  Matthew J. Finch. Eldritch Weirdness, Book 
  One, © 2008, Matthew J. Finch. 
  Mutant Future™ © 2008, Daniel Proctor and 
  Ryan Denison. Authors Daniel Proctor and 
  Ryan Denison. 
  Advanced Edition Companion, © 2009–2010, 
  Daniel Proctor. Author Daniel Proctor. 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Deluxe Edition, © 2010, 
  LotFP. Author James Edward Raggi IV. 
  First Level Magic-User Spells Grindhouse 
  Edition Spell Contest: Bookspeak, © 2011 
  Daniel Smith. 
  First Level Magic-User Spells Grindhouse 
  Edition Spell Contest: Howl of the Moon, © 
  2011 Joel Rojas). 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Grindhouse Edition, © 
  2011, LotFP, Author James Edward Raggi IV. 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Player Core Book: Rules & 
  Magic © 2013 LotFP, author James Edward 
  Raggi IV. 
  Game World Generator Deluxe Edition © 2013-
  2018 Kent David Kelly. Author Kent David 
  Kelly. 
  B/X Essentials: Core Rules © 2017 Gavin 
  Norman. 
  Author 
  Gavin 
  Norman. 
  B/X 
  Essentials: Classes and Equipment © 2017 
  Gavin Norman. Author Gavin Norman. 
  Lords 
  of 
  Oldskull: 
  Krampus, 
  Lord 
  of 
  Bloodwinter, © 2017 Kent David Kelly. Author 
  Kent David Kelly. 
  B/X Essentials: Cleric and Magic-User Spells © 
  2017 Gavin Norman. Author Gavin Norman. 
  B/X Essentials: Monsters © 2018 Gavin 
  Norman. Author Gavin Norman. 
  B/X Essentials: Adventures and Treasures © 
  2018 Gavin Norman. Author Gavin Norman. 
  Old-School Essentials Core Rules © 2018 
  Gavin Norman. Author Gavin Norman. 
  Old-School Essentials Classic Fantasy: Genre 
  Rules © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Old-School Essentials Classic Fantasy: Cleric 
  and MagicUser Spells © 2018 Gavin Norman. 
  Author Gavin Norman. 
  Old-School 
  Essentials 
  Classic 
  Fantasy: 
  Monsters © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Old-School 
  Essentials 
  Classic 
  Fantasy: 
  Treaures © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Oldskull Sword & Sorcery Book I: Basic Player 
  Characters, © 2018 Kent David Kelly. Author 
  Kent David Kelly. 
  Oldskull Tyrrhenia Map Pack, © 2018 Kent 
  David Kelly. Author Kent David Kelly. 
  Old-School Essentials Classic Fantasy: Rules 
  Tome © 2019 Gavin Norman. Author Gavin 
  Norman. 
  Oldskull Game Expansions, Book I: Character 
  Creation, Copyright 2020, Kent David Kelly. 
  Author Kent David Kelly. 
   
   
  Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-
  School 
  Essentials 
  logo 
  are 
  used 
  with 
  permission of Necrotic Gnome, under license. 
   
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  A Castle Oldskull supplement designed for 
  use with classic old school role-playing 
  games. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Requires 
  Old-School Essentials Core Rules. 
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull Game Expansions Book I Character Creation.pdf