TEXT: Swashbuckling Adventures Roleplaying Resource
  1
  The Enlightened Soul
  A thin shaft of sunlight penetrates the still air of the chapel.
  Grains of dust slowly fall in the beam as if transfixed by the
  moment. Twelve Knights stand around a great stone seal
  carved long ago into the floor, at the centre of which a
  young man kneels bare-chested and head bowed. He looks
  up as the Master steps forward and places the tip of a sword
  against his breast bone. In that moment, he reflects on the
  weeks of training as he tries to settle his racing heartbeat. A
  single drop of water gathers on the edge of the blade and
  time seems to slow down even more as it drops
  to the floor. The sound of the drop almost
  reverberates in the silence of the room.
  “You have resworn the Three Oaths and are
  found to be true of heart.”
  For a moment, the light reflects off the
  sword and onto the face of the penitent
  man. His eyes sparkle with a depth that
  seems to belie his young years.
  “Arise Poor Knight and take the tabard.
  Wear it wear and serve the Order. Honour and
  Justice.”
  The young man slowly stands as the reply rings
  out through the small chapel.
  “Honour and Justice.”
  Introduction
  The noble Order of the Knights of the Rose + Cross is much
  more than the gentleman’s club that many of its detractors
  would have people believe. It was officially founded by the
  Vatacine Church in 1617 as “servants of the Church and
  makers of justice”, although some conspiracy theorists say it
  is much older. The group has always had powerful figures
  in its membership, for instance, the original three leaders
  were a daughter of the King of Montaigne, the High
  Advisor to the Hierophant and the son of a Vodacce
  Merchant Prince. With this level of backing and a series of
  daring acts, the group was quickly inundated with requests
  for membership from the second sons of noble lines and for
  patronage by the first sons. While training is difficult and
  many leave before it is complete, the Poor Knight that
  emerges has started on a path to discover the true strength of
  the human spirit. As the 10th century scholar and
  philosopher Verkündigen Rosenkreuz wrote, “Heroic deeds
  awaken humanity’s slumbering soul”. Indeed, many
  Knights have been attributed to miraculous feats that
  go beyond the known powers of the sorcerers. If a
  Knight puts his soul and mind into doing a task, it
  usually gets done.
  Membership
  Petitioners for membership must be
  sponsored to join, either by a patron of good
  standing or an existant Knight. The Order is
  very selective as to who it teaches and to who
  it reveals the true secret of the human spirit.
  After a gruelling training regime, the successful
  candidates are entered as Poor Knights in a
  closely guarded ceremony. Assigned as a Tyro
  to a more senior Knight, called the Domine, the
  Poor Knights are expected to travel and perform
  what is required of them to see if they will advance to
  become a full Wandering Knight.
  While the bulk of Knights seen around Théah are of
  Wandering and Poor ranks, above them are the Sergeant
  Knights who also wear the blue tabard and oversee training
  and the protection of the Chapterhouses. The higher
  echelons of Knights wear a black tabard and take care of the
  larger picture for the order, from the Adepts who run the
  affairs of the Houses to the Seniors who oversee them and
  finally the Master Knights. The Masters are the public face
  Knights of the Rose+Cross
  D20 Society Supplement
  
  Swashbuckling Adventures Roleplaying Resource
  2
  of the Order, representing the group in social circles and
  coming themselves from powerful families and
  backgrounds.
  State of the World
  The past year has been a troublesome one for the Order,
  from the war in Castille to the aftermath of the Montaigne
  Revolution. While the Chapterhouses have held against the
  pressure, the coming months will be difficult. One of the
  greatest losses has been that of the Grand Master Aristede
  Baveaux, who was assassinated on Bloody Feast Day by
  anti-government activists. While his death has brought the
  Order closer to the Montaigne Musketeers, his grace and
  diplomacy will be sorely missed. A number of trouble
  situations, called “White Roses” within the Order, remain
  throughout the lands of Théah and beyond.
  Avalon
  While the rivalry between the Knights and those of Elaine
  continues, the Order is increasingly concerned about
  rumours of insurgent groups in the isles. The recent arrival
  of a large number of Montaigne emirges has brought new
  resources and support to the Order in Avalon. Some have
  even suggested the founding of a third Chapterhouse in the
  old capital of Luthon.
  Castille
  The end of the war may have seen the end of one form of
  suffering, but it has left the Inquisition in a position to
  further its stranglehold on the nation. With this  constant
  threat to the Order, it remains difficult for Knights to
  support groups with noble causes such as Los Vagos and the
  Invisible College.
  Cathay
  There is no credible research to indicate any connection
  between the Order and the lands behind the Wall of Fire.
  Some scholars of esoteric knowledge claim that the concept
  of the Golden Soul may have come from some ancient
  contact with this mysterious land, but their theory is
  regarded as highly speculative.
  Crescent Empire
  The events on Cabora refocused attention of the great
  peninsula of the Crescent Empire and forced many to
  rethink the Church’s embargo on the land. A number of
  New Feat: Tyro
  You are training under a senior member of the Order to
  develop your skills and learn the ways of the group. Once
  you pass their various tests and trials you will be fully
  admitted as a Wandering Knight.
  Prerequisites : Membership – Rose+Cross
  Benefits: You gain a +2 circumstance bonus in combat
  situations when fighting with your Domini. At the end of
  every session during which your Domini asked you to do
  a specific task you receive an extra 2d10 experience
  points.
  Special: If you wish, you may establish a Tyro/Domini
  relationship with another player who has the Domini Feat
  given below. Once you two reach a combined level of 9,
  you are no longer considered a Tyro and you may select
  one new bonus Feat at this time. If there is no PC available
  or willing to become the Domini, that role is handled by
  GM as an NPC.  Completion of the training period should
  usually be marked with a proper cerimony.
  New Feat: Dominé
  You have been entrusted with training a Poor Knight into
  the skills and ways of the Order. You are referred to as
  Dominé and Tyro respectively and usually develop a
  strong loyal bond.
  Prerequisites : Base Attack Bonus +4, The Secret
  Benefits: You gain a +2 circumstance bonus in social
  interactions when accompanied by your Tyro. Once per
  session your Tyro must carry out an instruction from you.
  The instruction must be reasonable, lawful and specific.
  Special: If you wish, you may choose another player
  whose level is lower than yours and who has the Tyro
  Feat. Once you and your Tyro reach a combined level 9,
  you lose this Feat and may either choose another Tyro or
  gain a different bonus feat of your choice. If there is no
  PC available or willing to become the Tyro, that role is
  handled by the GM as an NPC.
  
  Swashbuckling Adventures Roleplaying Resource
  3
  Knights have been dispatched in secret to investigate the
  state of the nation and any threat that it may pose.
  Eisen
  The activities of the Order in this wasted land remain
  limited to the area around Freiburg, which has seen doubt
  over its future with the suicide of Eisenfurst Trague at the
  beginning of the year. Rumours from elsewhere in Eisen
  suggest trouble brewing in both Heilgrund and Sieger, but
  the Order has few resources to spare in those areas. The
  government-in-exile established in Wische by Anne du
  Montaigne may present opportunity for influence in that
  kingdom.
  Montaigne
  The revolution has placed the Order in a delicate situation,
  as many of its members had strong ties to the noble families
  and much of its wealth came from these patrons. It has been
  the respect of the people for the good actions of the Knights
  and their steps to mitigate the descent into full chaos that
  has seen it come through. With the death of Baveaux, Miles
  Sices du Sices now leads the Order from the Chapterhouse
  in Paix, much to the chagrin of the most vehement anti-
  noble activists.
  Ussura
  The vast steppes of Matushka’s land remain closed to the
  Order, with only a single operative within the household of
  the Gaius. Following the withdrawal of Montegue’s forces,
  the nation seems to have quietened down but this could only
  be the silence before a storm.
  Vendel / Vestenmannavnjar
  The Knights of Kirk continue to try and counsel moderation
  in the on-going civil war of the Norvik islands though few
  listen. Most of the Guild Chairs are patrons of the Order,
  although some Master Knights have expressed concern
  about any undue influence they may hold over the members
  of the local group and in particular the young Master of the
  Kirk House, Colin Quinlan.
  Vodacce
  The fall of the Merchant Prince Lucani has left the small
  group of Vodacce Knights in a precarious situation. While
  the new ruler of the island, Donello Falisci, seems more
  noble than his rivals only time will tell if he will continue to
  tolerate the presence of the Order. While Knights protect the
  widow Lucani, they will certainly remain part of the Great
  Game of Vodacce politics.
  Explorer’s Society
  The great new Age of Exploration sees the irrepressible
  scholars of the Society at the forefront. A number of ships
  sail with Knights on-board, some of which are more covert
  than others, ostensibly to protect and serve but also to
  ensure that no threats to Théah are roused in the mad dash to
  new lands.
  Die Kreuzritter
  The Order remains unaware of the survival of the rival order
  of Knighthood. The secretive Black Crosses continue to try
  and infiltrate the Order, but without any success.
  Invisible College
  The end of the war in Castille has focused the attention of
  the Inquisition back on the rogue scholars, those who did
  not make the opportunity to flee are now in more peril than
  ever before. Some Knights have helped smuggle scholars
  and work out, but must be very careful not to attract the
  notice of the Church in doing so.
  Los Vagos
  With the end of the Montaigne occupation, the Vagabond
  can concentrate on opposing the Inquisition. As with the
  College, support can only be done covertly by members
  trained to remain Invisible to all others.
  Rilasciare
  The revolution has brought a number of political dissidents
  to notice and questions are starting to be asked about exactly
  how such a widespread revolt was organised and armed.
  Sophia’s Daughters
  Who?
  
  Swashbuckling Adventures Roleplaying Resource
  4
  The Hidden Blade
  The secret of the Rose+Cross lies in the truth revealed by
  Rosenkruez of the power of the human spirit, the so-called
  “golden soul”. Through deeds and thoughts, the Knights
  unlock this potential which allows them to do great things
  and gives power to their Vows. The dawning of this truth
  comes in the ceremony where the Knight becomes a proper
  member of the Order. Having learnt the vows of the Order,
  the penitent recites them again and in that instance gains a
  greater understanding of their meaning as their training
  comes into focus. The Order has tried to bring this
  fundamental secret to light twice before and both times it
  has lead to its near destruction, this time the Order is
  playing it a lot more carefully.
  Beneath the public face of Knights in tabards roaming the
  country and meting out justice, the Order is not above
  taking steps to ensure certain things occur. When something
  more subtle needs doing it often falls onto the Invisibles, a
  small cadre of veteran Knights who operate from the
  shadows. Many of the most sensitive operations or ones
  which cannot be traced back to the Order must be fielded by
  these operatives. Joining the Invisibles entails months, if not
  years, of subtle observation by the group of Knights who
  show a certain potential. The Knight is then approach and
  asked to join. Few refuse this honour. The Knight then
  drops all outwards signs of membership of the Rose+Cross,
  their identity as an Invisible known only to their colleagues
  and the Minister himself.
  While a true hero never takes a life, sometimes the only way
  to deal with true evil is to destroy it. When this is necessary,
  the Order relies on the protocol of the Black Stone. Knights
  of a Chapterhouse each draw a stone from a bag and then
  retire to their rooms. The Knight who holds the Black Stone
  must perform the execution and then return to his chamber.
  This way no other Knight knows who performed the task
  New Feat: The Golden Soul
  Your superiors in the Order are impressed by your contin-
  ued devotion to the quest for the Golden Soul through
  your deeds.
  Special
              : Use one
         of the following as a reward for excep-
  tionally chivalrous and focused role-playing. The head of
  a Chapter House, or even the head of the Order, should
  grant the honor in an appropriate ceremony.
  Benefits
               : ( based on Feats from Swashbuckling Adventures™)
  Blessing: Once on each separate roll, the damage the
  Knight receives is reduced by 1 hit point. Characters with
  Sorcery or Shaman skills may not receive this as a reward.
  Driving Force (modified): The Knight may make an addi-
  tional attack, performed at his highest Base Attack, after
  all of his other attacks have been made. He may use this
  Feat a number of times per day equal to his level divided
  by 5 and rounded down. In addition, once per day, he may
  re-roll a save that he has just failed.
  Faith (modified): So strong is the Knight’s faith, that he
  gains a +5 to all saving throws. In addition, any evil
  character or its minions who opposed the Knight suffer a
  –4 penalty to their rolls against him.
  Lightning Reflexes (modified): When an opponent charges
  into an area the Knight is defending, the Knight may make
  an Attack of Opportunity against the opponent.
  If a player has performed at a consistently high level,
  trained at least one Tyro, and furthered the cause of the
  Order, he should receive one
         of the following;
  Miracle Worker (modified): Healing Wind, Righteous
  Fury, Shield of the Faithful, or Strength of Theus.
  New Feat: Black Stone Veteran
  You have taken a life in the service of the Order. Although
  the victim was certainly not innocent, the action is a mark
  you will bear for the rest of your life. You have a certain
  melancholy and sometimes hesitate in the midst of combat,
  remembering the face of the person you slew.
  Prerequisites
                       : Rose+Cross Membership
  Benefits: You receive a +2 bonus to both attack rolls and
  damage against opponents of a non-Lawful alignment.
  Once per day, the GM can either give you a –2 to all social
  interactions or cancel one attack you make.
  Special
              : This feat may be acquired for free following the
  Black Stone ceremony at the discretion of the GM.
  
  Swashbuckling Adventures Roleplaying Resource
  5
  and so is not treated any differently. However, killing goes
  against the very core of the Order’s philosophy and they
  must reconcile themselves by knowing they have done this
  task for the greater good so that others did not have to do it.
  Feature Characters
  The following NPCs are important members of the Order
  and can serve a number of roles as superiors or provide
  timely assistance to the PCs. For groups without a tie to the
  Order, the NPCs may be a public face of the group with an
  agenda that may help or hinder the players.
  The Secret
  Miles Valroux du Martise, Montaigne Noble 4 / Spy 5 /
  Desaix Swordsman 5: CR 14; SZ M (humanoid); HD 5d6 plus
  4d8 plus 5d10; hp 87; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex);
  Atks: rapier +11 melee (1d8), main gauche +11 melee (1d4); SA
  Off-Handed Fighting, Two Blades - One Attack, Lightning Quick
  Defense, Sneak Attack +3d6, Alias, Brilliant Getaway,
  Commanding Presence, Contacts, Friends in High Places, Seduction,
  Taunt; SV Fort +6, Ref +6, Wil +9; Str 12, Dex 15, Con 12, Int 18,
  Wis 11, Cha 15; AL LG; Skills: Balance+8, Bluff+10, Climb+4,
  Diplomacy+18, Disguise+8, Gather Information+18, Hide+8,
  Intimidate+8, Intuit Direction+4, Jump+4, Knowledge (history)+8,
  Knowledge (mathematics)+8, Knowledge (philosophy)+10,
  Listen+12, Move Silently+8, Open Lock+4, Perform+6, Ride+6,
  Search+10, Sense Motive+12, Speak Language (Avalon, Castille,
  Eisen, Montaigne, Thean, Vendel, Vodacce) Spot+12, Swim+4;
  Feats : Alertness, Detect Lie, Inattentive (hubris), Keen Senses,
  Linguist, Membership - Rose+Cross, The Secret, The Vow, Weapon
  Focus (rapier), Weapon Focus (main gauche), Weapon
  Specialisation (rapier), Weapon Specialisation (main gauche)
  Background
  Joining the Order at the age of seventeen in his home nation
  of Montaigne, Miles quickly proved a capable Knight and
  earned the nickname “Unshakeable” for his steely
  willpower. Rising through the ranks, he became the Senior
  Knight of the Crieux House where his talent for
  organisation shone through and led to most of the protocols
  currently used by the Order. Ten years later, he was
  approached to serve special duty in the Highland Marches
  and took up the post he has held ever since. As Minister of
  the Order, the true power behind the Rose+Cross, he is the
  only man to know the location of the Order’s secret library
  and the tomb of Rosenkreuz.
  Nearly two years ago, Miles returned from the depths of the
  St Brigid chapterhouse somewhat shaken and since has
  shown a slow decline in his health and mental state. The
  other Knights are starting to worry about what is happening
  to “Old Unshakeable” and just what it is that he found out
  that is so disturbing.
  Using Miles
  Since his unknown discovery in the secret library, Miles
  flits between his stoic self and periods of such a haunted
  countenance that it unsettles those around him. He is
  overwhelmed by the secret he carries and has yet to
  determine how he can resolve the situation. Miles may send
  Knights on strange missions that make little sense but would
  seem to fit into a greater plan, or perhaps he has just lost it
  and the missions are yet another symptom of his decline.
  The Sword
  Francisco Garcia del Torres, Castillian Musketeer 4 /
  Desaix Swordsman 3: CR 7; SZ M (humanoid); HD 7d10; hp
  64; Init +5; Spd 30 ft.; AC 18; Atks: rapier +10/+4 melee (1d8),
  main gauche +5 melee (1d4); SA Elegant Duellist, Servant of the
  Crown, Two-Blades One-Attack; SV Fort +6, Ref +4, Will +10; Str
  14, Dex 16, Con 14, Int 15, Wis 16, Cha 15; AL NG; Skills:
  Balance+4, Climb+8, Diplomacy+3, Gather Info+4, Jump+10,
  Knowledge (Religion)+3, Knowledge (Rose+Cross)+5, Listen+8,
  Ride+8, Search+7, Sense Motive+6, Speak Language (Castille,
  Crescent, Montaigne, Vodacce), Spot+8, Tumble+10, Use Rope+5;
  Feats: Ambidexterity, Defender of the Crown, Expertise, Flurry of
  Blows, Lunge, Membership - Rose+Cross, The Secret, Two Weapon
  Fighting, Unarmored Defence Proficiency, Weapon Focus (rapier),
  Weapon Focus (main gauche), Weapon Specialisation (rapier),
  Weapon Specialisation (main gauche)
  Background
  The Master Knight of the San Christóbal house is at the
  sharp edge of the Orders careful dance with the Inquisition.
  The Chapterhouse houses a great collection of books
  including some that the Church would currently consider
  
  Swashbuckling Adventures Roleplaying Resource
  6
  heretical, such as the Book of M that details advanced
  medical techniques from the Crescent Empire. The
  Inquisition has tried a number of times to gain entry to the
  House and each time they have been turned away, however
  the latest attempt involved sending mercenaries to steal
  evidence of heresy and almost succeeded.
  Fortunately, the evidence was recovered before it could
  reach the Inquisition, thanks to the timely help of one
  Marcos Rivera del Rios, known to many as the “Grim
  Sword”. The two have now joined together to right an
  injustice against the Don Marcos’ father, purportedly the
  real creator of the Aldana swordschool.
  Using Francisco
  In contrast to most of the other Master Knights, Francisco
  likes to keep his skills honed by performing missions in the
  field. As the Master of the Castillian capital, he is quite
  likely to be involved in some way in mission in that country
  and could even come along. If not with the players,
  Francisco is also an excellent person to appear at a fortunate
  moment to lend a hand, or if the players are working against
  the agenda of the Order could be sent to directly oppose
  them along with a few of his Knights. With good checks to
  Jump and Tumble, the Master Knight is also not adverse to a
  moonlight chase across the ancient rooftops of the city.
  The Mystery
  Louis-Claude du Sinjin, Montaigne Courtier 5 / Spy 3 /
  Valroux 5 / Desaix 5: CR 18; SZ M (humanoid); HD 8d6 plus
  10d10; hp 117; Init +10 (+5 Dex; +4 Improved Initiative; +1
  Nimble); Spd 30 ft.; AC 20 (+5 Dex; +4 Dashing and Daring; +1
  Nimble); Atks: rapier +16 melee (1d8+2), main gauche +16 melee
  (1d4+2), pistol +19 ranged (1d10); SA Off-Handed Fighting, Raise
  the Stakes, Nimble, Two Blades - One Attack, Lightning Quick
  Defense, Sneak Attack +2d6, Alias, Brilliant Getaway, Contacts,
  Talent, Style and Grace, Iron Will, Gossip, Versatile; SV Fort +10,
  Ref +7, Wil +13; Str 13, Dex 20, Con 14, Int 17, Wis 15, Cha 20;
  AL LN; Skills: Alchemy+6, Balance+10, Bluff+8, Climb+6,
  Decipher Script+4, Diplomacy+10, Disable Device+4, Disguise+8,
  Escape Artist+4, Forgery+4, Gather Information+12, Heal+8,
  Hide+6, Innuendo+8, Intimidation+4, Intuit Direction+6, Jump+6,
  Knowledge (history)+4, Knowledge (nobility)+6, Knowledge
  (mathematics)+8, Knowledge (philosophy)+6, Listen+6, Move
  Silently+4, Open Lock+4, Perform+4, Read Lips+8, Search+8,
  Sense Motive+12, Speak Language (Avalon, Castille, Crescent,
  Eisen, Montaigne, Vodacce), Spot+10, Swim+4, Tumble+6, Use
  Magic Device+6, Use Rope+6; Feats: Appearance - Above Average,
  Dangerous Beauty, Dashing and Daring, Exotic Weapon Proficiency
  (firearms), Improved Initiative, Membership - Rose+Cross, Panache,
  Road Scholar, The Secret, Weapon Focus (rapier), Weapon Focus
  (main gauche), Weapon Specialisation (rapier), Weapon
  Specialisation (main gauche)
  Background
  Louis-Claude is just one of seven or more names attributed
  to this charismatic character, who claims to be over three
  hundred years old. Many would discount such a notion,
  except for the fact that he has been a member of the Knights
  for nearly sixty years and still looks to be in his late
  twenties. For those who he will confide in, he tells of a
  fateful meeting when he was the seventeen year-old Liam St
  Claire of Luthon with a young lady who, in the throws of
  passion, gave him a strange liquid to drink. When the liquid
  had no affect on him, the lady displayed shock and quickly
  fled. Louis-Claude is convinced that she also still lives and
  has spent decades looking for her.
  Over the years he has taken many roles - alchemist, spy and
  entertainer to many a royal court. A century ago he even
  spent twenty years as a devout follower of the church, but
  that phase quickly passed. Having travelled far and wide,
  there are claims that he has entered the Crescent Empire, far
  Cathay and even an unknown land in the far west. His
  knowledge of Théah and especially the history and nature of
  its powerful courts is almost unsurpassed. It is this insight
  that makes him such a great resource for the Order. Most
  recently he has fallen for a woman named Seara. Even
  through all his flirtations and womanising, he keeps coming
  back to her. The two plan to marry soon on a beautiful cliff-
  side location in Inismore.
  Using Louis-Claude
  Louis-Claude is the epitome of the court dandy, both in the
  way he dresses and in the way he acts. However, he is a
  dandy that can handle himself thank you very much. You do
  not live to be his age without being able to defend yourself,
  
  Swashbuckling Adventures Roleplaying Resource
  7
  as Louis-Claude has shown in at least twenty duels. Always
  dressing in the finest clothes and in the best company, he is
  an ideal contact for a political adventure or may act against
  the players in one of the many courts if their agendas are
  that disparate. While he appears to be the epitome of
  refinement, he is also not above certain underhand acts if
  they are necessary and could be easily involved in a more
  action-based campaign centred around powerful people,
  intrigue and plots.
  Credits
  Writing and Layout
  Mark Stanton Woodward
  Additional Material
  Dana DeVries and Nancy Berman
  Based on Material first presented in the
  Rose+Cross sourcebook
  John Wick
  7th Sea System Creation
  John Wick, Jennifer Wick and Kevin Wilson
  Line Development
  Rob Vaux
  Nancy Berman
  Shakaar Roleplaying - March 2003
  www.shakaar.demon.co.uk
  New Feat: The Invisibles
  The senior members of the Order of the Rose+Cross have
  been watching your progress and have selected you for
  training as a member of the Order’s secret hand. You will
  be trained to go where most Knights cannot go and do
  whatever needs to be done to protect society and the
  Order.
  Prerequisite
                     : Membership (Rose+Cross), The Secret
  Benefit
              : Upon completion of your training, you gain the
  ability to perform one of the following:
  Seen But Unseen: You have access to the Order’s copious
  resources which can include appropriate clothing, forged
  documents and other such items. You receive a +4 compe-
  tence bonus to Bluff, Diplomacy, and Disguise checks
  when trying to operate under an assumed persona.
  When Needs Must: You realize that Order must be upheld
  at all costs, which brings focus to your actions. You
  receive a +2 bonus to all damage inflicted on opponents
  with chaotic or evil alignments.
  The Invisible Sword: The Knight is trained to push himself
  to the maximum to complete his mission. When a combat
  attack hits, you may take 1d6 wounds to deliver an
  automatic 1d6 wounds which your attacker cannot avoid.
  Special
              : Once admitted to the rank of the Invisibles, the
  Knight loses all visible affiliation with the Order due to
  the extreme secrecy of his work.
  
  Swashbuckling Adventures Roleplaying Resource
  8
  The Open Game License
  The following text is the property of Wizards of the Coast, Inc. and is Copy-
  right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark own-
  ers who have contributed Open Game Content; (b) “Derivative Material”
  means copyrighted material including derivative works and translations
  (including into other computer languages), potation, modification, correction,
  addition, extension, upgrade, improvement, compilation, abridgment or other
  form in which an existing work may be recast, transformed or adapted; (c)
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d) “Open Game Content” means the
  game mechanic and includes the methods, procedures, processes and routines
  to the extent such content does not embody the Product Identity and is an en-
  hancement over the prior art and any additional content clearly identified as
  Open Game Content by the Contributor, and means any work covered by this
  License, including translations and derivative works under copyright law, but
  specifically excludes Product Identity. (e) “Product Identity” means product
  and product line names, logos and identifying marks including trade dress;
  artifacts; creatures characters; stories, storylines, plots, thematic elements,
  dialogue, incidents, language, artwork, symbols, designs, depictions, like-
  nesses, formats, poses, concepts, themes and graphic, photographic and other
  visual or audio representations; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, likenesses and special abilities;
  places, locations, environments, creatures, equipment, magical or supernatural
  abilities or effects, logos, symbols, or graphic designs; and any other trade-
  mark or registered trademark clearly identified as Product identity by the
  owner of the Product Identity, and which specifically excludes the Open
  Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto,
  designs that are used by a Contributor to identify itself or its products or the
  associated products contributed to the Open Game License by the Contributor
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that con-
  tains a notice indicating that the Open Game Content may only be Used under
  and in terms of this License. You must affix such a notice to any Open Game
  Content that you Use. No terms may be added to or subtracted from this Li-
  cense except as described by the License itself. No other terms or conditions
  may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this Li-
  cense, the Contributors grant You a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game
  Content.
  5. Representation of Authority to Contribute: If You are contributing origi-
  nal material as Open Game Content, You represent that Your Contributions
  are Your original creation and/or You have sufficient rights to grant the rights
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NO-
  TICE portion of this License to include the exact text of the COPYRIGHT
  NOTICE of any Open Game Content You are copying, modifying or distribut-
  ing, and You must add the title, the copyright date, and the copyright holder’s
  name to the COPYRIGHT NOTICE of any original Open Game Content you
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, in-
  cluding as an indication as to compatibility, except as expressly licensed in
  another, independent Agreement with the owner of each element of that Prod-
  uct Identity. You agree not to indicate compatibility or coadaptability with
  any Trademark in conjunction with a work containing Open Game Content
  except as expressly licensed in another, independent Agreement with the
  owner of such Trademark. The use of any Product Identity in Open Game
  Content does not constitute a challenge to the ownership of that Product Iden-
  tity. The owner of any Product Identity used in Open Game Content shall re-
  tain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly in-
  dicate which portions of the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated Agents may publish up-
  dated versions of this License. You may use any authorized version of this
  License to copy, modify and distribute any Open Game Content originally
  distributed under any version of this License.
  10.Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11.Use of Contributor Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor unless You have written
  permission from the Contributor to do so.
  12.Inability to Comply: If it is impossible for You to comply with any of the
  terms of this License with respect to some or all of the Open Game Content
  due to statute, judicial order, or governmental regulation then You may not
  Use any Open Game Material so affected.
  13.Termination: This License will terminate automatically if You fail to
  comply with all terms herein and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall survive the termination
  of this License.
  14.Reformation: If any provision of this License is held to be unenforceable,
  such provision shall be reformed only to the extent necessary to make it en-
  forceable.
  15.COPYRIGHT NOTICE: Open Game License v1.0 Copyright 2000, Wiz-
  ards of the Coast, Inc.
  The Open Game Content
  This printing is done under version 1.0 of the Open Game License and the
  draft version of the d20 System Trademark License, d20 System Trademark
  Logo Guide and System Reference Document by permission of Wizards of
  the Coast.
  AEG’s intention is to open up as much of this eBook as possible to be used as
  Open Game Content (OGC), while maintaining Product Identity (PI) to all
  aspects of the Swashbuckling Adventures and 7th Sea intellectual properties.
  Publishers who wish to use the OGC materials from this book are encouraged
  to contact AEGJohnZ@aol.com if they have any questions or concerns about
  reproducing material in other OGL works. AEG would appreciate anyone
  using OGC material in other OGL works to kindly reference this ebook as the
  source of that material within the text of their work. Open Game Content may
  only be used under and in accordance with the terms of the OGL as fully set
  forth on the previous page.
  DESIGNATION OF PRODUCT IDENTITY: The following items are
  hereby designated as Product Identity in accordance with section 1(e) of the
  Open Game License, version 1.0: Any and all Swashbuckling Adventures and
  7th Sea logos and identifying marks and trade dress, including all Swash-
  buckling Adventures product and product line names including but not lim-
  ited to Theah, Swashbuckling Adventures, and the Swashbuckling Adventures
  and 7th Sea logos; any elements of the Swashbuckling Adventures or Theah
  setting, including but not limited to capitalised names, Nations names, class
  names, names of artifacts, names of spells, names of magic and magician
  types (including but not limited to pure El Fuego Ardentro, Fate Witches,
  Glamour, Lærdom, Porté, Pyeryem, Scrying and Zerstõrung), characters,
  countries and empires, creatures, races, spirits, Theus, geographic locations,
  cultural information, historic events, magic items, Syrneth artifacts, the Repu-
  tation system, secret societies, guilds, and organisations; and any and all ma-
  terial adapted from Swashbuckling Adventures, except material noted in that
  work as Open Game Content; any and all stories, storylines, plots, thematic
  elements, documents within the game world, quotes from characters or docu-
  ments, and dialogue; and all artwork, symbols, designs, depictions, illustra-
  tions, maps and cartography, likenesses, poses, nation or faction sigils, logos,
  symbols, or graphic designs, except such elements that alrady appear in the
  d20 System Reference Document and are already OGL by virtue of appearing
  there. The above Product Identity is not Open Game Content.
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity
  designation above, the following portions of this eBook are designated as
  Open Game Content. All character statistics, new classes, new skills, new
  feats, new equipment, and new prestige classes.
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and
  expressed intent of Alderac Entertainment Group to add all classes, skills,
  feats, equipment, prestige classes, spell effects, magic item effects, and mon-
  ster and NPC statistics contained in this volume to the canon of Open Game
  Content for free use pursuant to the Open Game License by future Open
  Game publishers. Some of the aforementioned items, however, contain Prod-
  uct Identity, as designated above, and that designation remains. A limited
  license allows use of content designated as PI for these items only.
  Some of the portions of this book which are delineated OGC originate from
  the System Reference Document and are © 1999, 2000 Wizards of the Coast,
  Inc. The remainder of these OGC portions of this book are hereby added to
  Open Game Content and if so used, should bear the COPYRIGHT NOTICE:
  “Knights of the Rose+Cross Copyright 2001, Alderac Entertainment Group.”
  The mention of or reference to any company or product in these pages is not a
  challenge to the trademark or copyright concerned.
  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of
  the Coast and are used according to the terms of the d20 System License ver-
  sion 1.0. A copy of this License can be found at www.wizards.com.
  Swashbuckling Adventures, Theah and 7th Sea are trademarks of Alderac En-
  tertainment Group, Inc.
  All contents of this book, regardless of designation, are copyrighted year
  2003 by Alderac Entertainment Group. All rights reserved. Reproduction or
  use without the written permission of the publisher is expressly forbidden,
  except for the purposes of review or use consistent with the limited license
  above.
  
SOURCE: textdata/thevault/7th Sea [multi]/7th Sea - Rose And Cross 20.pdf