TEXT: — 1 —
  Races of Porphyra: Erkunae
  Perry Fehr
  
  — 2 —
  Erkunae
  You are of an ancient, corrupted humanoid race with pointed features and 
  pale skin, somewhere between elf and man. You have the taint of creatures 
  from other dimensions in your blood.  You hail from a bizarre city that 
  covers most of a large island that was the center of a grand empire in ages 
  past, but is now slowly sliding into decadence.  You seek to prove yourself 
  to the ancient powers of pure Chaos, which gave boons to your ancestors 
  in the dawn of time.  You are able to call on the primal forces of nature and 
  Chaos, to achieve magical and military domination.
  Erkunae lifespans are roughly the same length as humans, though weird 
  quirks of their trans-dimensional bloodlines often result in erkunae dying 
  far too young, or living for untold centuries.  Most never leave their vast, 
  decaying city of G’sho’laa’n’rr, which consists of bizarre towers controlled by 
  various aristocrats of the Seven Houses, and of multistory halls above and 
  below ground mastered by guilds and weird sorcerous orders.  The Precepts 
  of the Purity of Chaos state that all can master the sorcerous boons of the 
  Elder Times, and challenges to the Seven Princes and, indeed, the Opal 
  Emperor, are common.
  The constant demand for challenge and new experiences requires that 
  ambitious erkunae venture off their macabre island home and adventure in 
  the world that their kind once dominated, to gain experience, treasure, and 
  glory.  Some may wish to change the inward-seeking views of the current 
  Houses to rekindle the fire of Empire, while others may wish to carve a 
  kingdom of their own out of the barbarous people of the mainland.
  Certain exceptional members of their race develop very powerful magical 
  skills, while the rest wheedle and cajole various Powers that they deal with 
  for aid and power, giving themselves over to the seductive vortex of Ulti-
  mate Chaos!
  O-level Erkunae: The society of erkunae has commoners, as do most cul-
  tures, those who serve the aristocracy and fill the ranks of their armies.  If 
  a roll on Table 1-3: Occupation indicates a 34 (Elven Forester), 38 (Elven 
  Sage), 69 (Hunter) or 90 (Squire), the player may choose to play an erku-
  nae commoner.  
  
  — 3 —
  
  — 4 —
  Hit Points: An erkunae gains 1d7 hit points at first level.
  Weapon Training: In anticipation of their military service, all erkunae 
  are trained in the use of these melee weapons: battleaxe, dagger, handaxe, 
  longsword, short sword, and two-handed sword.  The only missile weapons 
  the erkunae deem honorable for use are javelins and spears. Although they 
  may throw a dagger or handaxe, if necessary, they would not be considered 
  trained.  
  Alignment: The erkunae race has long ago pledged the souls of their people 
  to the Powers of Chaos, who have granted them many eldritch powers.  Note 
  that this is equivalent to a formal religion, not just random, chaotic behavior 
  like that of a degenerate humanoid or human.  It is a strict rule that erkunae 
  must maintain a chaotic alignment, or lose the abilities of summoning magic 
  and erkunae scholar.  An erkunae who uses the spells invoke patron or patron 
  bond, or forges any kind of eldritch pact with a defined patron, god, or power 
  also loses those abilities. 
  Summoning Magic: The ancient pacts that the ancestors of the erkunae 
  made with the Powers of Chaos allow all members of that race to be recog-
  nized by powerful beings of primordial nature.  All leveled erkunae are able to 
  cast the spell animal summoning, to call upon the iconic rulers of each species 
  for aid (see Realms of Summoning below).  1st level and higher erkunae are 
  able to cast the spell pledge to chaos (see below). 3rd level and higher erkunae 
  are able to cast the spell monster summoning to call for aid from beings from 
  other dimensions (see Realms of Summoning below.)  5th level and higher 
  erkunae are able to cast the spell eternal champion.  
  Erkunae Scholar: An erkunae of 1st level or higher, with an Int score of 13 
  or better may use the spell read magic to decipher scrolls and ancient writ-
  ings.  Reading from the ancient texts is a traditional requirement for aristo-
  cratic ranks of Count or higher; those aristocrats are able to use the spell write 
  magic, to encode their sorcerous power.  Erkunae of 7th level or higher are 
  true sorcerers of the Empire, and learn a new spell at that level, and each sub-
  sequent level, using a d4 for level of spell, and determining the specific spell 
  randomly, from Table 5-8.  Only Princes of the Seven Houses and the Opal 
  Throne Emperor may learn spells of fifth level.
  Immunities and Restrictions: Erkunae are immune to magical charm spells 
  and cannot be magically forced into servitude by non-Chaotic supernatural 
  
  — 5 —
  beings.  They cannot touch items dedicated to the powers of Law, or enter 
  locations dedicated to that belief system- unless under some geas from the 
  Powers of Chaos that allow him to do so, in opposition of that power.
  Caster Level: Caster level is a measurement of an erkunae’s power in chan-
  neling a spell’s energy.  An erkunae’s caster level is his level as an erkunae.  For 
  example, a 2nd level erkunae has a caster level of 2. The spells of the erkunae 
  are modified by their Personality Modifiers.
  Chaos Magic: The Powers of the Chaos Lords are not given lightly, and their 
  entropic influence colors the powers that the erkunae race are given.  When 
  an erkunae learns a spell (including their racial spell at 0 level) they assign a 
  mercurial magic manifestation (Table 5-2: Mercurial Magic) normally.  Erku-
  nae only gain a +5% x Luck modifier bonus on their Table 5-2 roll.  Every 
  time the erkunae casts a spell, racial or otherwise, they must make a Luck 
  check.  If they roll higher than their luck, the mercurial magic manifestation 
  changes!  They cannot “deliberately fail” this check, but may “burn” points of 
  Personality to reduce the check by 2 as if by Spellburn, if they, for example, 
  wanted to “keep” that particular mercurial magic manifestation.  He may also 
  accept a Chaos-powered form of corruption to maintain a desired mercurial 
  magic manifestation; a minor corruption for 1 week’s maintenance, a major 
  corruption for 1 month, and a greater corruption for 1 year’s maintenance of 
  mercurial magic manifestation! 
   
  “The Opal Emperor of the erkunae, it is said, has beautiful gold-and-silver ten-
  tacles instead of ears, and an iridescent opaline eye in the palm of his left hand- a 
  spellcaster without peer…”
  -The Armadian Ambassador to G’sho’laa’n’rr
  Luck and the Chaos Lords: In the ancient days when the ancestors of the 
  erkunae made dire pacts exchanging their patronage for the souls of that race, 
  they promised to grant a boon of Luck to all members of that race.  When a 
  Luck point is expended by an erkunae player, he calls out a number from 1 
  to 7 and rolls a d7: if that number comes up, the Luck point is not expended, 
  though the bonus is received normally.  
  Languages: At 1st level, an erkunae automatically knows Common, Dragon, 
  and the alignment tongue of Chaos.  An erkunae knows one additional 
  language for every point of Int modifier.  Additional languages are randomly 
  determined as specified in Appendix L using the Elf column.
  
  — 6 —
  Action Dice: An erkunae’s action dice can be used for attacks or spell checks 
  at any level.  The rituals involved in erkunae magic are such, however, that 
  only one permitted spell may be cast in a single round.  
  Table 1: Erkunae
  Level
  Attack 
  (Chaos 
  Bonus)*
  Crit Die/
  Table
  Action Dice
  Ref
  Fort Will
  1
  +1d2
  1d6/I
  1d20
  +1
  +1
  +1
  2
  +1d2
  1d8/II
  1d20
  +1
  +1
  +1
  3
  +1d3
  1d8/II
  1d20
  +1
  +1
  +2
  4
  +1d3
  1d10/III
  1d20
  +2
  +2
  +2
  5
  +1d4
  1d10/III
  1d20+1d14
  +2
  +2
  +3
  6
  +1d4
  1d12/III
  1d20+1d16
  +2
  +2
  +3
  7
  +1d5
  1d12/III
  1d20+1d20
  +3
  +2
  +4
  8
  +1d5
  1d14/IV
  1d20+1d20
  +3
  +3
  +4
  9
  +1d6
  1d14/IV
  1d20+1d20
  +3
  +3
  +5
  10
  +1d6
  1d16/IV
  1d20+1d20+1d20
  +4
  +3
  +6
  * Erkunae who maintain their Chaotic Alignment are blessed by the Chaotic 
  gods with a variable attack bonus. 
  Spell Availability Summary: Erkunae
  1—animal summoning, pledge to chaos, read magic*
  2—animal summoning, pledge to chaos, read magic*
  3—animal summoning, monster summoning, pledge to chaos, read magic*
  4—animal summoning, monster summoning, pledge to chaos, read magic*
  5—animal summoning, eternal champion, monster summoning, pledge to chaos, 
  read magic*, write magic*
  6—animal summoning, eternal champion, monster summoning, pledge to chaos, 
  read magic*, write magic*
  7—animal summoning, eternal champion, monster summoning, pledge to chaos, 
  read magic*, write magic*, 1 random level 1-4 spell
  8—animal summoning, eternal champion, monster summoning, pledge to chaos, 
  read magic*, write magic*, 1 random level 1-4 spell
  9—animal summoning, eternal champion, monster summoning, pledge to chaos, 
  read magic*, write magic*, 1 random level 1-5 spell
  10—animal summoning, eternal champion, monster summoning, pledge to 
  chaos, read magic*, write magic*, 1 random level 1-5 spell
  
  — 7 —
  * Available only to characters with Int 13 or better.
  Table 2: Erkunae Titles
  Level
  Title
  1
  Esquire
  2
  Baronet
  3
  Baron
  4
  Viscount
  5
  Count
  6
  Margrave
  7
  Duke 
  8
  Archduke
  9
  Prince*
  10
  Emperor*
  * These titles are only granted through Challenge by Combat with one of the 
  Princes of the Seven Houses or the Opal Throne Emperor himself. The price 
  of failure in such a challenge is always death. 
  
  — 8 —
  
  — 9 —
  Appendix: Realms of 
  Summoning
  The summoning traditions of the erkunae are ancient are ritual-ridden, and 
  bound by the customs of ages.  Few non-erkunae know of the details of their 
  mystic powers, though many would love to be privy to the secrets of the 
  Beloved of Chaos.  Multiple listings for a HD option is a choice for the sum-
  moner, who must follow the rituals as dictated, but in place of a piece of the 
  animal to summon they must possess a token of the appropriate animal lord.
  Subjects of the Animal Lords
  In those most ancient of days, the primitive ancestors of the erkunae people 
  made strong pacts of service with the primal rulers of the various Kingdoms 
  of Beasts that existed along with humanoids and their god-avatars.  These 
  pacts exchanged promises of non-aggression and tolerance for service to the 
  erkunae race.  When erkunae use animal summoning, they gain a +1 bonus to 
  the spell check, but they must vow to refrain from harming (or eating) sub-
  jects of that Beast Lord.  Thus, if one summons a great eagle into service, they 
  cannot consume, say, fried chicken!  If one should break their vow, and then 
  subsequently attempt to summon a servant covered under the vow… 
  Servants of Mrowra, Queen of Cats
  • 
  1 HD Housecat: Init +3; Atk bite +0 (1d3) or claw (1d3); AC 14; HD 
  1d6; MV 30’, climb 10’; Act 1d20; SP 1st level thief skills; SV Fort +1, 
  Ref +4, Will +4; AL N) Domestic cats have all thief skills except forge 
  document, read languages and handle poison, at +3.
  • 
  2 HD Lynx: Init +2; Atk bite +1 (1d6+1); AC 14; HD 2d6; MV 30’, 
  climb 10’; Act 1d20; SP move silently +3; SV Fort +2, Ref +4, Will +1; 
  AL N) Lynx are at home in cold forests.
  • 
  3 HD Leopard: Init +2; Atk bite +2 (1d8+1); AC 15; HD 3d6+3; MV 
  40’; Act 1d20; SP never surprised, move silently at +1; SV Fort +2, Ref 
  +4, Will +1; AL N)
  • 
  4 HD Panther: Init +2; Atk bite +4 (1d8+1); AC 16; HD 4d6+4; MV 
  40’; Act 2d20; SP move silently at +1; SV Fort +4, Ref +3, Will +1; AL 
  N) A powerful hunting cat in many terrains.
  • 
  5 HD Lion: Init +1; Atk bite +5 (1d8+2) or claw (1d4+2); AC 16; HD 
  5d6+5; MV 30’; Act 2d20; SP move silently at +1; SV Fort +5, Ref +2, 
  
  — 10 —
  Will +2; AL N)  A lion’s roar may panic mounts or skittish henchmen.
  Servants of Kannimorg, King of Bats, Bears, and Wolves
  • 
  1 HD Wolf (p 431)
  • 
  2 HD Dire Wolf (p 431) or Giant Vampire Bat (p 396)
  • 
  3 HD Black Bear: Init +1; Atk bite +5 melee (1d6+1) and claw +5 
  melee (1d4+1); AC 15; HD 3d8; MV 30’ or climb 10; Act 1d20; SP 
  bear hug; SV Fort +3, Ref +1, Will +2; AL N) If a bear makes a suc-
  cessful claw attack, its opponent make an opposed Strength check (15, 
  +1) or be squeezed next round for an automatic 1d6+1 damage.
  • 
  4 HD Vampiric Bat Swarm (p 396)
  • 
  5 HD Polar Bear: Init +2; Atk bite +7 melee (1d10+2) or claw +6 
  melee (1d5+1); AC 16; HD 5d8+10; MV 30’ or swim 20’; Act 2d20; 
  SP bear hug (16, +2; 1d8+2); SV Fort +6, Ref +2, Will +3; AL N) 
  Ultimate predators of the polar regions.
  Servants of B’kakaaw, Queen of Birds
  • 
  1 HD Giant Raven: Init +2; Atk beak +1 melee (1d3); AC 13; HD 
  1d6; MV 10’, fly 40’; Act 1d20; SP speaks 1 language; SV Fort +1, 
  Ref +2, Will +1; AL N)
  • 
  2 HD Ostrich: Init +1; Atk kick +3 melee (1d6+1); AC 13; HD 
  2d6+2; MV 40’; Act 1d20; SV Fort +2, Ref +2, Will +2; AL N) Large 
  flightless birds of the plains.
  • 
  3 HD Great Eagle: Init +2; Atk talons +3 melee (1d4+2); AC 14; 
  HD 3d6; MV fly 50’; Act 1d20; SP dive 100’ for +2 damage; SV Fort 
  +2, Ref +3, Will +2; AL N)
  • 
  4 HD Condor: Init +0; Atk beak +4 melee (1d8+2); HD 3d6+3; MV 
  fly 50’; Act 2d20; SP can carry a halfling as a rider; SV Fort +5, Ref 
  +1, Will +1; AL N)
  • 
  5 HD Axebeak: Init +2; Atk beak +6 (1d10+2); AC 14; HD 5d6+5; 
  MV 40’; Act 1d20; SV Fort +6, Ref +2, Will +1; AL N) A prehistoric 
  birdlike creature that hunted in forests and plains.
  Servants of Sheytherax, Emperor of Reptiles 
  • 
  1 HD Viper: Init +4; Atk bite (1d2 plus poison DC 11 Fort or 1d3 
  Stamina); AC 14; HD 1d6; MV 20’; Act 1d20; SP 15% spit 10’; SV 
  Fort +0, Ref +4, Will +0; AL N)
  • 
  2 HD Crocodile: Init +0; Atk bite +4 (2d4+1); AC 13; HD 2d8+2; 
  MV 20’, swim 20’; Act 1d20; SV Fort +2, Ref +0, Will +0; AL N)
  • 
  3 HD Giant Cobra (p 428) or Giant Lizard (p 420)
  
  — 11 —
  • 
  4 HD Giant Viper (p 428)
  • 
  5 HD Giant Boa Constrictor (p 428) 
  • 
  6 HD Pterodactyl (p 424)
  Servants of Biloop, King of Sealife
  • 
  1 HD Barracuda: Init +2; Atk bite +1 (1d4+1); AC 12; HD 1d8; 
  MV swim 30’; Act 1d20; SV Fort +1, Ref +3, Will +0; AL N) An ag-
  gressive fish found in many oceans.
  • 
  2 HD Cave Octopus (p 398) or Colossal Leech (p 420)
  • 
  3 HD Basking Shark: Init +1; Atk bite +3 (1d8); AC 14; MV swim 
  30’; Act 1d20; SV Fort +2, Ref +3, Will +0; AL N) A typical shark of 
  deep waters.
  • 
  4 HD Giant Catfish: Init +1; Atk bite +4 (2d6); AC 14; MV swim 
  20’; Act 1d20; SP +3 to spot enemies; SV Fort +3, Ref +2, Will +0; 
  AL N) Lives in swamps and streams.
  • 
  5 HD Great White Shark: Init +2; Atk Bite +6 (3d6+3); AC 14; MV 
  swim 30’; Act 1d20; SV Fort +4, Ref +2, Will +0; AL N) 
  Servants of Moolineha, Queen of the Hooved
  • 
  1 HD: Pony (p 418)[Cow]
  • 
  2 HD: Donkey/Mule (p 418)[Mountain goat]
  • 
  3 HD: Horse (p 418)[Bull, add gore +2, 1d6+2]
  • 
  4 HD Warhorse (p 418)[Moose, add gore +4, 1d8+2]
  • 
  5 HD Great Elk: Init +1; Atk gore +8 melee (1d10+3); AC 18; HD 
  5d8+5; MV 30’; Act 1d20; SP charge 60’ at +2; SV Fort +6, Ref +3, 
  Will +1; AL N)
  Servants of Zezzberuiz, Queen of Insects
  • 
  1 HD: Giant Worker Ant (p 394)
  • 
  2 HD: Killer Bee (p 419) or Giant Beetle (p 397) 
  • 
  3 HD: Giant Soldier Ant (p 394) or Giant Centipede (p 398) or 
  Cave Cricket (p 398)   
  • 
  4 HD: Insect Swarm (p 419)
  • 
  5 HD: Giant Ant Queen (P 394)
  
  — 12 —
  Summoned Monsters from the Myriad Worlds! 
  The transdimensional journeys and pacts carried out by the erkunae have al-
  lowed them to make contact with many strange beings throughout the stream 
  of time, and in many lost places of the mortal sphere.  When an erkunae uses 
  monster summoning, his personal pacts and promises come into play; he can 
  choose to be loyal to one fragment of the time-space continuum (only using 
  one list to summon from) and gain a +1d bonus on the dice chain to his spell 
  check, or he can keep his options open, choosing from any three of the lists 
  below as he wishes and needs, with no bonus, or have all five lists at his beck 
  and call, and suffer a -1d penalty on the dice chain to his spell check for his 
  lack of loyalty.
  Creatures from the Age of Legends
  • 
  1 HD Mandragora: (Init +1; Atk branch +0 melee (1d4); AC 10; 
  HD 1d6; MV 20’, burrow 10’; Act 1d20; SP immune to spells; SV 
  Fort +0, Ref +0, Will +0; AL N) A small, tuber-like plant monster 
  immune to magic.
  • 
  2 HD Centaur (p 398)
  • 
  3 HD Cockatrice (p 399)
  • 
  4 HD 4-headed Hydra (p 418)
  • 
  5 HD Chimera (p 399)
  Soldiers of the Cold-Blooded Empire 
  • 
  1 HD Serpent-Man (p 425)
  • 
  2 HD Troglodyte (p 429)
  • 
  3 HD  Serpent-Wizard (3rd level, casts charm person, detect magic, 
  magic missile, sleep, ventriloquism, phantasm)
  • 
  4 HD Troglodyte Chief (as Troglodyte, +4 to attack rolls)
  • 
  5 HD Basilisk (p 396)
  Denizens of the Dark Depths
  • 
  1 HD Subhuman (p 429)
  • 
  2 HD Shrooman (p 426)
  • 
  3 HD Underdark Slug (p 427)
  • 
  4 HD Primeval Slime (20’ square, p 423)
  • 
  5 HD Stalactite Hunter: Init +6 (surprise); ATK 6 tentacles +5 
  (1d3); AC 18; HD 5d8+10; MV 10’, climb 10’; Act 6d20; SP 
  Strength check 13 or be held by tentacle, immune to fire; SV Fort +6, 
  Ref +1, Will +6; AL C)
  
  — 13 —
  Soldiers of the Goblin King
  • 
  1 HD Hobgoblin or 2 Goblins (p 217)
  • 
  2 HD Hobgoblin Corporal: (as Hobgoblin, +4 to attack rolls)
  • 
  3 HD Hobgoblin War-priest: (3rd level cleric, casts blessing, dark-
  ness, paralysis, protection from good,word of command, curse, restore 
  vitality, stinging stone)
  • 
  4 HD Bugbear (p 397)
  • 
  5 HD Barghest: Init +5; Atk bite +5 melee (1d8) or claw +4 melee 
  (1d3); AC 16; HD 5d8+5; MV 40’; Act 2d20; SP shapechange to 
  goblin form, cast charm person, levitate +5; Fort +5, Ref +4, Will +5; 
  AL C) A barghest is a demonic goblin-wolf that is the natural ruler of 
  goblin tribes
  The Death-Walkers
  • 
  1 HD Skeleton (p 426)
  • 
  2 HD Ghoul (p 414)
  • 
  3 HD Zombie (p 431)
  • 
  4 HD Deathwight: Init +0; Atk death 
  touch +4 (1d4+1 point Personality; 
  AC 14; Act 1d20; SP un-dead, 
  those drained of Personality 
  become deathwights; SV Fort 
  +5, Ref +0, Will +4; AL C)
  • 
  5 HD Dark Wraith: Init +1; 
  Atk soul touch +5 (1d6+1 
  plus 1d2 points Personal-
  ity; AC 15; Act 1d20+1d14; 
  SP un-dead, those drained 
  of Personality become dark 
  wraiths; SV Fort +6; Ref 
  +1, Will +5; AL C)
  
  — 14 —
  Pledge to Chaos
  The pledge to chaos is the cornerstone of erkunae culture, the regularly 
  renewed ritual that maintains their ancient, but constantly re-enforced pacts.  
  Large numbers of erkunae gather in special rainbow-hued halls in their 
  unnavigable city, and partake in a communal ceremony of invoking their 
  pledge to chaos.  Erkunae are quite free to use any methods of augmenting 
  their pledge to chaos through donations to the “church” or personal sacrifices 
  of spellburn, often physically demonstrative.  Status in their society is then 
  established by the success of the ceremony ie. “My name is Isiladrik the 47th, 
  I am Unchosen.” Or “The Lords of Chaos favor Ytticak the 33rd, for I am 
  within the 3rd Circle of Blessing!”  Getting a “Chosen” result [1] marks the 
  caster/celebrant as being specially marked by the Lords of Chaos, and the 
  cumulative corruptions slowly transform the less intelligent and unlucky into 
  monstrous forms, eventually only fit for service as Rainbow Temple guards or 
  contestants in the gladiatorial arena.
  The presence of servitors of the Chaos Lords raises no eyebrows in the twisted 
  streets of G’sho’laa’n’rr, and serve primarily as status symbols, with ones servi-
  tor mostly screaming imprecations at other servitors and praising their cur-
  rent master.  Not all servitors are created equal, to be sure!  The example on 
  page 425 is but one of many forms that the Chaos Lords employ, and may be 
  changed in 1d7 of the following ways:
  1. Spell is a different 1st level spell, determine randomly d30 (p 127).  Re-
  sults of 15, 19, and 27+ all indicate pledge to chaos.
  2. Human-sized, HD 2d8+4, uses weapons instead of claw
  3. Winged (fly 30’)
  4. Claw does 1d3 damage instead of paralysis, 40% bleed one point/turn 
  until healed
  5. Can shape change to any 1 HD animal
  6. Can answer questions as sage (p. 434) 1d5 times/week
  7. Cosmetic changes of radical appearance
  Level 1  
   
  Range: 20’ 
  Duration: varies 
  Casting Time: 1 turn Save: None
  
  — 15 —
  General 
  The caster calls upon the ancient Powers of Chaos for help, in recognition of 
  ancient pacts in the dawn of days.  Lawful beings cannot cast the spell, and 
  neutral beings suffer a -1d penalty on the dice chain to spell checks.  Erkunae 
  gain a racial +1 bonus to spell checks.  The spell cannot be cast more than 
  once every 7 days; erkunae must cast the spell every 7 days.
  Manifestation
  Roll 1d7: Result comes in (1) a shower of rainbow light; (2) a hole torn in the 
  time-space continuum; (3) an offer by an indescribable demon; (4) a chorus 
  of angelic voices (5); a puff of smoke; (6) a wave of nausea; (7) a jeweled egg.
  Corruption 
   
  Roll 1d7: (1-2) minor; (3-4) major; (5-6) greater (7) remove 1 corruption, 
  (7+) Roll again.
  Misfire
  Roll 1d7 on Table 5-6: Generic Spell Misfire.
  1
  Chosen: Lost, failure and worse!  Roll 1d7 modified by Luck: (0 
  or less) corruption + misfire; (1-2) corruption; (3-4) 2 corruptions; 
  (5-6) misfire; (7) failure, but not lost. (7+) Roll again.
  2-11
  Unchosen: Lost, Failure.
  12-13
  The Lesser Blessing: The caster is blessed by the Chaos Lords with 
  the power, 1d7 times over the next 7 days, to reroll any dice roll.
  14-17
  1st Circle of Blessing: The caster gains the services of a servitor 
  (p 425) for 1 day.  The servitor will be minimally cooperative and 
  prefer to give advice and use spells rather than engage in combat.  
  18-19
  2nd Circle of Blessing: The caster gains the services of a servitor 
  (p 425) for 1 day.  The servitor will be subservient and advise and 
  fight for the caster during this time.  
  20-23
  3rd Circle of Blessing: The caster gains the services of a servitor 
  (p 425) for 7 days.  The servitor will be minimally cooperative and 
  prefer to give advice and use spells rather than engage in combat.
  24-27
  4th Circle of Blessing: The caster gains the services of a servitor 
  (p 425) for 7 days.  The servitor will be subservient and advise and 
  fight for the caster during this time
  
  — 16 —
  28-29
  5th Circle of Blessing: The caster gains the services of a servitor 
  (p 425) for 7 days.  The servitor will be subservient and advise and 
  fight for the caster during this time.  Additionally, the caster may 
  reroll any dice roll he  makes 1d7 times during the next 7 days.
  30-31
  6th Circle of Blessing: The caster gains the services of 1d7 servi-
  tors (p 425) that will explicitly obey all of his commands, and may 
  reroll any of his die rolls 7d7 times over the next 7 days.
  32+
  7th Circle of Blessing, the Great Blessing: The caster is abducted 
  by the Lords of Chaos for their amusement for 1d7 days. When he 
  returns, roll d7: (1) He whispers a cryptic message, and then dies 
  in a welter of protoplasm, (2) He is unchanged, and remembers 
  nothing, (3) He has caught glimpses of Eternity, and can ask the 
  Judge 1 question (4) Slightly mad, he gains a (d6) minor [1-3], 
  major [4-5] or greater corruption [6] (5) Epiphanized, he loses one 
  corruption, (6) Bathed in radiance, he gains +1 to an attribute of 
  his choice, (7) The Lords of Chaos enjoy his company, and keep 
  him for another 7 days.
  
  — 17 —
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E. Gary Gygax and Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com
  Races of Porphyra: Erkunae © 2016 Purple Duck Games. Author Perry Fehr.
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dun-
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  Credits
  Author: Perry Fehr
  Edits/Feedback: Daniel J. Bishop
  Art: Brian Brinlee, Gary Dupuis, Matt Morrow, Tamas Baranya 
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  
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