TEXT:  
   
  
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  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  CASTLE OLDSKULL 
   
  FANTASY ROLE-PLAYING SUPPLEMENT 
  DDE1 
   
  DUNGEON 
  DELVER 
  ENHANCER 
   
  By 
  KENT DAVID KELLY 
  (DARKSERAPHIM) 
   
  ILLUSTRATED BY 
  HEINRICH ALDEGREVER, ALBERT ANKER, 
  PAOLO ANTONIO BARBIERI, JOHN D. BATTEN, 
  JOHN BAUER, EMILE BAYARD, JACOB BINCK, 
  ARNOLD BOCKLIN, HIERONYMUS BOSCH, 
  HANS BURGKMAIR, HARRY CLARKE, 
  W. G. COLLINGWOOD, JACQUES COLLOT 
  WALTER CRANE, JEAN DELVILLE, 
  
  4 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  M. ZENO DIEMER, GUSTAVE DORE, 
  ALBRECHT DURER, ADOLF EHRHARDT, 
  LUDWIG HANS FISCHER, MARY HALLOCK FOOTE, 
  HENRY J. FORD, ARTHUR HACKER, 
  FRIEDRICH WILHELM HEINE, WENCESLAUS HOLLAR, 
  FRANZ HUYS, THEODOR KITTELSEN, ADOLF MENZEL, 
  GERALD FENWICK METCALF, JOHN MILFORD, 
  ALPHONSE DE NEUVILLE, 
  HERMANN FREIHOLD PLUDDERMANN, 
  HERBERT RAILTON, ALFRED RETHEL, LOUIS RHEAD, 
  EDOUARD RIOU, ALBERT ROBIDA, 
  CHARLES ROBINSON, LOUIS-HENRI DE RUDDER, 
  FRANZ XAVER SIMM, OTTO SINDING, 
  EDUARD VON STEINLE, ANTONIO TEMPESTA, 
  & SIR JOHN TENNIEL 
   
  WONDERLAND IMPRINTS 
  2014 – 2017 
   
  ONLY THE FINEST 
  WORKS OF FANTASY 
   
   
  ~ 
  
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  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  O s r 
   
   
  Copyright © 2013-2017 Kent David Kelly. 
  All rights reserved. No part of this book may be used or reproduced without the written 
  permission of the copyright holder, Kent David Kelly. 
  (Document Version 3.0) 
  Please feel welcome to contact the author at shadowed_sky@hotmail.com with comments, 
  questions, requests, recommendations and greetings.  And thank you for reading! 
  “Only the Finest Works of Fantasy” 
   
   
   
  
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  ~ 
   
  HIC SVNT DRACONES 
  HERE THERE BE DRAGONS 
   
  CASTLE OLDSKULL (“Old School”) is a well-regarded, system neutral line of 
  supplements designed for use in Fantasy Role-Playing Games (FRPGs).  Available 
  formats include PDF, paperback, and Kindle e-book. 
  Ideas are presented in such a way that they can be used or customized for 
  any edition game, from the 1970s to the present day.  These volumes exemplify 
  the iconic “sandbox,” do-it-yourself, and free-form ideals established by the 
  original Lake Geneva campaigns, c. 1972-1979.  Respected sources of inspiration 
  include Arneson, Barker, Bledsaw, Burroughs, Dunsany, Gygax, Holmes, Howard, 
  Kask, Kuntz, Leiber, Lovecraft, Merritt, Moldvay, Moorcock, Sutherland, Tolkien, 
  Trampier, Vance and Ward. 
  You can contact the author, Kent David Kelly, at shadowed (underscore) sky 
  (at) hotmail (dot) com. 
   
  ~ 
   
  DEDICATION 
   
  This work is dedicated to the memory of the great classic dungeon and fantasy milieu designers 
  who are no longer with us: 
  David Lance Arneson, 
  M.A.R. Barker, 
  Bob Bledsaw, 
  E. Gary Gygax, 
  Dr. John Eric Holmes, 
  Tom Moldvay, 
  and David Trampier. 
  It is also dedicated to the great fantasists who inspired them, some of whom are fortunately still 
  with us today: 
  
  P a g e  | 7 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  Poul William Anderson, 
  Edgar Rice Burroughs, 
  L. Sprague de Camp, 
  Robert E. Howard, 
  Fritz Leiber, 
  Howard Phillips Lovecraft, 
  Michael Moorcock, 
  J.R.R. Tolkien, 
  and Jack Vance. 
  In the spirit of creating wonders with which to inspire others to write their own unique works of 
  enchantment, the author salutes you. 
   
  ~ 
   
  EMPOWERING YOUR IMAGINATION: 
  WHAT THIS BOOK IS, AND WHAT IT IS NOT 
   
  Attention e-reader, video and computer gamers! 
  This book is not a game in and of itself.  If you bought this book thinking it was a 
  complete game you could read and play, you should probably return this book now. 
  This is a book to help you create your own adventures for Fantasy Role-Playing 
  Games.  This is a fantasy adventure toolbox, an imagination engine. 
  If you enjoy creating stories with your friends, envisioning netherworlds filled with 
  dragons and treasure and designing fantasy worlds all your own, then you will find that 
  this book is an ideal Game Master (GM) tool.  This book will help you to create and 
  improve dungeon adventures, featuring more intriguing locales, more mysterious 
  histories, and more surprising twists and turns than ever before. 
  This is not a complete game.  Your dedication and creativity are required. 
   
  ~ 
   
  
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  DESCRIPTION 
   
  A decades-long labor of love: 
  The ultimate old school character book. 
  Your game, filled to the brim with every 
  Pulp Swords and Sorcery detail imaginable, 
  Will never be the same. 
  Do your player characters ever seem less like heroes, and more like cardboard 
  cutouts?  Do your campaign’s nefarious arch-villains fail to inspire fear, or even interest?  
  Do you need help with your next story hook or adventure campaign, creating compelling 
  protagonists and enemies that your players or readers will never forget?  Look no further. 
  The DUNGEON DELVER ENHANCER is specifically designed to enrich every aspect 
  of character design, turning stereotypes into unique and engaging personas.  You can 
  design thousands or even millions of characters with this system, and no two will ever 
  be alike.  Best of all, with repeated use you can create fully detailed individuals ready for 
  role-playing or story-telling in just 15 to 30 minutes.  Picking out a detail to work on — a 
  name, a description, a character theme, likes and dislikes — will take your 2 minutes or 
  less. 
  The elaborate systems in this book are both isolated and interlocked, which means 
  that you can use all of them without creating internal conflicts.  Or, you can pick and 
  choose the systems that help you the most, turning your least favorite aspects of character 
  creation into the most enjoyable ones. 
  The vast array of character customization systems featured in this book includes:  
  given names; family names; nicknames and epithets; sub-class themes and alternate level 
  titles; alternate names for multi-class combinations; attribute descriptors; initial spell 
  repertoires; spell caster themes; racial lore for demi-humans; Useful Secondary Skills; 
  handedness determination; bardic sub-themes; specialized thieving talents; fighting 
  styles and weapon preferences; known languages; background themes; racial clan 
  ancestry; famous ancestors; blazons and coats of arms; Social Standing; starting wealth; 
  druidic clan backgrounds and spirit companions; enchanted familiars; and barbarian and 
  orcish tribal themes. 
  This book also includes full systems for determination of appearance, eye color, hair 
  color, skin color, unusual physical traits, and hundreds of different personality quirks 
  and behaviors.  A bonus system even allows you to create tens of thousands of names for 
  parties, fellowships and mercenary companies, with just two quick die rolls. 
  
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  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  The DUNGEON DELVER ENHANCER is brought to you by Kent David Kelly of 
  Wonderland Imprints, a role-player and Game Master with over 35 years of play 
  experience.  Best of all, if there are any other materials you would like to see relating to 
  world or dungeon design, feel free to contact the author.  I create the supplements that 
  Game Masters want.  Many more CASTLE OLDSKULL supplements are being prepared 
  specifically to support the players, initiates and Game Masters of the Old School Revival 
  (OSR).  This book is your gateway to the realms of sword and sorcery.  Join us for the 
  adventure! 
  (A complete reference work designed to supplement existing pen-and-paper Fantasy 
  Role-Playing Games.  One of the most elaborate RPG character design books ever 
  devised, with over 200 section topics, nearly 200 tables, 92,700 words, over 570 pages.  
  Just one of the proud creations available now from Wonderland Imprints — Only the 
  Finest Works of Fantasy.) 
   
  ~ 
   
  CONTENTS 
   
  Page 2 ~ Title Page 
  Page 3 ~ Introit 
  Page 5 ~ Dedication 
  Page 7 ~ Empowering Your Imagination 
  Page 8 ~ Description 
  Page 10 ~ Contents 
   
  ~ 
   
  Page 22 ~ Part I:  Identity:  The Sleeper Awakens 
  Page 23 ~ I-1:  Introduction 
  Page 28 ~ I-2:  The Dungeon Delver Enhancement Process 
   
  ~ 
   
  
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  Page 35 ~ Part II:  Names and Epithets 
  Page 36 ~ II-1:  Step 1:  Selecting a Given Name 
  Page 41 ~ II-1-1:  Ancient and Classical Greek Names 
  Page 42 ~ II-1-1-1:  Greek Names for Female Characters 
  Page 45 ~ II-1-1-2:  Greek Names for Male Characters 
  Page 48 ~ II-1-2:  Classical Roman Names 
  Page 49 ~ II-1-2-1:  Roman Names for Female Characters 
  Page 52 ~ II-1-2-2:  Roman Names for Male Characters 
  Page 54 ~ II-1-3:  Medieval English Names 
  Page 55 ~ II-1-3-1:  English Names for Female Characters 
  Page 58 ~ II-1-3-2:  English Names for Male Characters 
  Page 61 ~ II-1-4:  Medieval French Names 
  Page 62 ~ II-1-4-1:  French Names for Female Characters 
  Page 64 ~ II-1-4-2:  French Names for Male Characters 
  Page 67 ~ II-1-5:  Medieval German Names 
  Page 68 ~ II-1-5-1:  German Names for Female Characters 
  Page 71 ~ II-1-5-2:  German Names for Male Characters 
  Page 74 ~ II-1-6:  Medieval Italian Names 
  Page 75 ~ II-1-6-1:  Italian Names for Female Characters 
  Page 78 ~ II-1-6-2:  Italian Names for Male Characters 
  Page 81 ~ II-1-7:  Medieval Norse and Scandinavian Names 
  Page 82 ~ II-1-7-1:  Norse and Scandinavian Names for Female Characters 
  Page 85 ~ II-1-7-2:  Norse and Scandinavian Names for Male Characters 
  Page 88 ~ II-1-8:  Medieval Gaelic Names 
  Page 89 ~ II-1-8-1:  Gaelic Names for Female Characters 
  Page 92 ~ II-1-8-2:  Gaelic Names for Male Characters 
  Page 95 ~ II-1-9:  Latinized Swiss Names 
  Page 96 ~ II-1-9-1:  Latinized Swiss Names for Female Characters 
  Page 99 ~ II-1-9-2:  Latinized Swiss Names for Male Characters 
  
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  Page 102 ~ II-1-10:  Guttural Orcish Names 
  Page 103 ~ II-1-10-1:  Orcish Names for Female Characters 
  Page 104 ~ II-1-10-2:  Orcish Names for Male Characters 
  Page 106 ~ II-1-11:  Pastoral and Traditional Shire Names 
  Page 107 ~ II-1-11-1:  Pastoral Names for Female Characters 
  Page 109 ~ II-1-11-2:  Pastoral Names for Male Characters 
  Page 112 ~ II-2:  Step 2:  Selecting a Family Name 
  Page 114 ~ II-2-1:  Greek Family Names 
  Page 117 ~ II-2-2:  Roman Family Names 
  Page 120 ~ II-2-3:  English Family Names 
  Page 123 ~ II-2-4:  French Family Names 
  Page 126 ~ II-2-5:  German Family Names 
  Page 129 ~ II-2-6:  Italian Family Names 
  Page 132 ~ II-2-7:  Norse and Dwarven Clan Names 
  Page 135 ~ II-2-8:  Gaelic and Elven Bloodline Names 
  Page 138 ~ II-2-9:  Latinized Swiss and Gnomish Clan Names 
  Page 140 ~ II-2-10:  Names of Vengeance for Orcish Clans 
  Page 143 ~ II-2-11:  Pastoral and Shire-Bred Lineage Names 
  Page 146 ~ II-3:  Step 3:  Determining an Epithet 
  Page 148 ~ II-3-1:  Personal Epithet Determination 
  Page 150 ~ II-3-2:  Epithets of High Strength 
  Page 153 ~ II-3-3:  Epithets of High Intelligence 
  Page 155 ~ II-3-4:  Epithets of High Wisdom 
  Page 157 ~ II-3-5:  Epithets of High Dexterity 
  Page 159 ~ II-3-6:  Epithets of High Constitution 
  Page 161 ~ II-3-7:  Epithets of High Charisma 
  Page 163 ~ II-3-8:  Epithets of Low Strength 
  Page 165 ~ II-3-9:  Epithets of Low Intelligence 
  Page 167 ~ II-3-10:  Epithets of Low Wisdom 
  
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  Page 169 ~ II-3-11:  Epithets of Low Dexterity 
  Page 171 ~ II-3-12:  Epithets of Low Constitution 
  Page 173 ~ II-3-13:  Epithets of Low Charisma 
  Page 176 ~ II-3-14:  Epithets of Chaos 
  Page 178 ~ II-3-15:  Epithets of Law 
  Page 180 ~ II-3-16:  Epithets of Neutrality 
  Page 182 ~ II-3-17:  Epithets of Evil 
  Page 185 ~ II-3-18:  Epithets of Good 
  Page 187 ~ II-4:  Step 4:  Crafting the Name 
   
  ~ 
   
  Page 188 ~ Part III:  Defining Characteristics 
  Page 189 ~ III-1:  Step 5:  Selecting Attribute Descriptors 
  Page 191 ~ III-1-1:  Descriptors for Strength 
  Page 195 ~ III-1-2:  Descriptors for Intelligence 
  Page 199 ~ III-1-3:  Descriptors for Wisdom 
  Page 203 ~ III-1-4:  Descriptors for Dexterity 
  Page 207 ~ III-1-5:  Descriptors for Constitution 
  Page 211 ~ III-1-6:  Descriptors for Charisma 
  Page 215 ~ III-2:  Step 6:  Determining Handedness 
   
  ~ 
   
  Page 217 ~ Part IV:  Thematic Enhancements 
  Page 218 ~ IV-1:  Step 7:  Selecting an Alternate Multi-Class Title 
  Page 220 ~ IV-2:  Step 8:  Selecting a Druidic Clan Background 
  Page 224 ~ IV-3:  Step 9:  Tribal Themes for Barbarians and Half-Orcs 
  Page 229 ~ IV-4:  Step 10:  Selecting a Class Theme 
  Page 231 ~ IV-4-1:  Themes for Assassins 
  
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  Page 237 ~ IV-4-2:  Themes for Barbarians 
  Page 243 ~ IV-4-3:  Themes for Bards 
  Page 250 ~ IV-4-4:  Themes for Clerics 
  Page 262 ~ IV-4-5:  Themes for Druids 
  Page 270 ~ IV-4-6:  Themes for Fighters 
  Page 278 ~ IV-4-7:  Themes for Illusionists 
  Page 285 ~ IV-4-8:  Themes for Mages 
  Page 293 ~ IV-4-9:  Themes for Monks 
  Page 298 ~ IV-4-10:  Themes for Paladins 
  Page 304 ~ IV-4-11:  Themes for Rangers 
  Page 308 ~ IV-4-12:  Themes for Thieves 
   
  ~ 
   
  Page 314 ~ Part V:  Initial Spell Repertoires 
  Page 316 ~ V-1:  Step 11 (A):  Initial Spells for Clerics 
  Page 321 ~ V-2:  Step 11 (B):  Initial Spells for Druids 
  Page 326 ~ V-3:  Step 11 (C):  Initial Spells for Illusionists 
  Page 328 ~ V-3-1:  Illusionist Spells:  Arcane Deduction 
  Page 330 ~ V-3-2:  Illusionist Spells:  Beguiling and Enchantment 
  Page 332 ~ V-3-3:  Illusionist Spells:  Mists and Cloud Shaping 
  Page 334 ~ V-3-4:  Illusionist Spells:  Prismatic Wonders 
  Page 336 ~ V-3-5:  Illusionist Spells:  Shadow Summoning 
  Page 338 ~ V-3-6:  Illusionist Spells:  Shadowry and Mirrors 
  Page 340 ~ V-3-7:  Illusionist Spells:  Veils and Face Dancing 
  Page 342 ~ V-3-8:  Illusionist Spells:  Voice Throwing and Mimicry 
  Page 344 ~ V-4:  Step 11 (D):  Initial Spells for Mages 
  Page 347 ~ V-4-1:  Mage Spells:  Abjuration and Protection 
  Page 349 ~ V-4-2:  Mage Spells:  Aeromancy and Wind Mastery 
  
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  Page 351 ~ V-4-3:  Mage Spells:  Alteration of the Environment and Materia Warping 
  Page 353 ~ V-4-4:  Mage Spells:  Alteration of Essences and Energy Warping 
  Page 356 ~ V-4-5:  Mage Spells:  Alteration of Flesh and Body Warping 
  Page 358 ~ V-4-6:  Mage Spells:  Alteration of Objects and Transmutation 
  Page 360 ~ V-4-7:  Mage Spells:  Alteration of Perception and Mind Warping 
  Page 362 ~ V-4-8:  Mage Spells:  Alteration of Person and Aura Warping 
  Page 364 ~ V-4-9:  Mage Spells:  Charms and Enchantments 
  Page 366 ~ V-4-10:  Mage Spells:  Conjuration and Summoning 
  Page 369 ~ V-4-11:  Mage Spells:  Divination and Lore Mastery 
  Page 371 ~ V-4-12:  Mage Spells:  Evocation of Passive Forces (Shielding) 
  Page 373 ~ V-4-13:  Mage Spells: Evocation of Violent Forces (Spell-Slinging) 
  Page 375 ~ V-4-14:  Mage Spells:  Geomancy and Metal Mastery 
  Page 378 ~ V-4-15:  Mage Spells:  Hydromancy and Frost Mastery 
  Page 380 ~ V-4-16:  Mage Spells:  Illusions and Trickery 
  Page 382 ~ V-4-17:  Mage Spells:  Meta-Magic 
  Page 384 ~ V-4-18:  Mage Spells:  Necromancy and Death Magic 
  Page 386 ~ V-4-19:  Mage Spells:  Pyromancy and Lightning Mastery 
   
  ~ 
   
  Page 388 ~ Part VI:  Trade Skills and Fighting Styles 
  Page 396 ~ VI-1:  Step 12:  Determining Clan and Family Trades 
  Page 398 ~ VI-1-1:  Dwarven Trades 
  Page 401 ~ VI-1-2:  Elven Trades 
  Page 404 ~ VI-1-3:  Gnomish Trades 
  Page 407 ~ VI-1-4:  Half-Orcish Trades 
   
  
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  Page 411 ~ VI-1-5:  Halfling Trades 
  Page 415 ~ VI-2:  Useful Secondary Skills 
  Page 416 ~ VI-2-1:  Skills for Dwarves 
  Page 417 ~ VI-2-2:  Skills for Elves and Half-Elves 
  Page 418 ~ VI-2-3:  Skills for Gnomes 
  Page 419 ~ VI-2-4:  Skills for Half-Orcs 
  Page 420 ~ VI-2-5:  Skills for Halflings 
  Page 421 ~ VI-2-6:  Skills for Humans 
  Page 423 ~ VI-3:  Step 14:  Random Additional Language Determination 
  Page 425 ~ VI-3-1:  Common Languages 
  Page 426 ~ VI-3-2:  Uncommon Languages 
  
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  Page 428 ~ VI-3-3:  Rare Languages 
  Page 430 ~ VI-3-4:  Very Rare Languages 
  Page 432 ~ VI-4:  Step 15:  Specialized Rogue Talents for Characters with Thieving 
  Skills 
  Page 437 ~ VI-5:  Step 16:  Determining Fighting Styles 
  Page 440 ~ VI-5-1:  Fighting Styles for Assassins 
  Page 442 ~ VI-5-2:  Fighting Styles for Barbarians 
  Page 444 ~ VI-5-3:  Fighting Styles for Bards 
  Page 445 ~ VI-5-4:  Fighting Styles for Clerics 
  Page 447 ~ VI-5-5:  Fighting Styles for Druids 
  Page 449 ~ VI-5-6:  Fighting Styles for Fighters 
  Page 451 ~ VI-5-7:  Fighting Styles for Illusionists 
  Page 452 ~ VI-5-8:  Fighting Styles for Mages 
  Page 453 ~ VI-5-9:  Fighting Styles for Monks 
  Page 455 ~ VI-5-10:  Fighting Styles for Paladins 
  Page 457 ~ VI-5-11:  Fighting Styles for Rangers 
  Page 459 ~ VI-5-12:  Fighting Styles for Thieves 
   
  ~ 
   
  Page 460 ~ Part VII:  Background and Standing 
  Page 461 ~ VII-1:  Step 17:  Racial Lore for Demi-Human Characters 
  Page 464 ~ VII-1-1:  Dwarven Racial Lore 
  Page 465 ~ VII-1-2:  Elven and Half-Elven Racial Lore 
  Page 466 ~ VII-1-3:  Gnomish Racial Lore 
  Page 467 ~ VII-1-4:  Half-Orcish Racial Lore 
  Page 468 ~ VII-1-5:  Halfling Racial Lore 
  Page 469 ~ VII-2:  Step 18:  Determining Character Background 
  Page 471 ~ VII-2-1:  Common Backgrounds 
  Page 472 ~ VII-2-2:  Uncommon Backgrounds 
  
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  Page 474 ~ VII-2-3:  Rare Backgrounds 
  Page 476 ~ VII-2-4:  Very Rare Backgrounds 
  Page 478 ~ VII-3:  Step 19:  Consideration of Famous Historical Ancestors 
  Page 481 ~ VII-4:  Step 20:  Bardic Trickery and Sideshows 
  Page 483 ~ VII-5:  Step 21:  Druid Spirit Companions 
  Page 485 ~ VII-6:  Step 22:  Familiars for Illusionists and Mages 
  Page 488 ~ VII-7:  Powers of Familiars and Spirit Companions 
  Page 490 ~ VII-8:  Step 23:  Determining Social Standing 
  Page 523 ~ VII-9:  Step 24:  Envisioning Coats of Arms and Blazons 
  Page 525 ~ VII-9-1:  Heraldic Beasts and Figures 
  Page 527 ~ VII-9-2:  Heraldic Charges (Shapes and Symbols) 
  Page 529 ~ VII-9-3:  Heraldic Ordinaries (Geometric Symbols) 
  Page 530 ~ VII-9-4:  Heraldic Tinctures (Colors and Patterns) 
  Page 532 ~ VII-10:  Step 25:  Determining Starting Wealth 
  Page 534 ~ VII-11:  Step 26:  Cleanliness and Fashion 
   
  ~ 
   
  Page 537 ~ Part VIII:  Physical Appearance 
  Page 539 ~ VIII-1:  Step 27:  Determining Eye Color 
  Page 540 ~ VIII-1-1:  Dwarven Eye Colors 
  Page 541 ~ VIII-1-2:  Elven Eye Colors 
  Page 542 ~ VIII-1-3:  Gnomish Eye Colors 
  Page 543 ~ VIII-1-4:  Half-Orc Eye Colors 
  Page 544 ~ VIII-1-5:  Halfling Eye Colors 
  Page 545 ~ VIII-1-6:  Half-Elven and Human Eye Colors 
  Page 546 ~ VIII-2:  Step 28:  Determining Hair Color 
  Page 547 ~ VIII-2-1:  Dwarven Hair Color 
  Page 548 ~ VIII-2-2:  Elven Hair Color 
  
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  Page 549 ~ VIII-2-3:  Gnomish Hair Color 
  Page 550 ~ VIII-2-4:  Half-Orc Hair Color 
  Page 551 ~ VIII-2-5:  Halfling Hair Color 
  Page 552 ~ VIII-2-6:  Half-Elven and Human Hair Color 
  Page 553 ~ VIII-3:  Step 29:  Determining Skin Color 
  Page 554 ~ VIII-3-1:  Dwarven Skin Color 
  Page 555 ~ VIII-3-2:  Elven Skin Color 
  Page 556 ~ VIII-3-3:  Gnomish Skin Color 
  Page 557 ~ VIII-3-4:  Half-Orc Skin Color 
  Page 558 ~ VIII-3-5:  Halfling Skin Color 
  Page 559 ~ VIII-3-6:  Half-Elven and Human Skin Color 
  Page 560 ~ VIII-4:  Step 30:  Unusual Physical Traits 
   
  ~ 
   
  Page 563 ~ Part IX:  Personality and Individualization 
  Page 564 ~ IX-1:  Step 31:  Ideas for Overall Demeanor 
  Page 565 ~ IX-1-1:  Demeanor Table 1 
  Page 569 ~ IX-1-2:  Demeanor Table 2 
  Page 573 ~ IX-2:  Step 32:  Consideration of Likes and Preferences 
  Page 576 ~ IX-2-1:  Likes and Dislikes Table 1 
  Page 580 ~ IX-2-2:  Likes and Dislikes Table 2 
  Page 583 ~ IX-3:  Step 33:  Consideration of Dislikes and Fears 
  Page 584 ~ IX-4:  Step 34:  Preferred Culture and Company 
  Page 586 ~ IX-5:  Step 35:  Speech Patterns 
  Page 589 ~ IX-6:  Step 36:  Review and Justification of Apparent Paradoxes 
   
  ~ 
   
  Page 591 ~ Part X:  Fellowships and Farewell 
  
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  Page 592 ~ X-1:  Step 37:  Names for Parties and Fellowships 
  Page 593 ~ X-1-1:  Party Names Table 1:  Adjectives 
  Page 596 ~ X-1-2:  Party Names Table 2:  Nouns 
  Page 599 ~ X-2:  Step 38:  Recording the Finalized Information 
  Page 600 ~ X-3:  Step 39:  Writing an Optional Description 
  Page 603 ~ X-4:  Step 40:  Go Play! 
  Page 604 ~ X-5:  An Example of Total Output 
   
  ~ 
   
  Page 610 ~ About the Author 
   
   
   
   
  
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  PART 1: 
  IDENTITY:  THE SLEEPER AWAKENS 
   
  ~ 
   
  1 - 1 
  INTRODUCTION 
   
  You are about to embark on a journey into the Dragonlands.  Your lifeless character 
  sheet is going to become a living and breathing fantasy person, and your detailed 
  knowledge of that person is going to turn a generic cliché into one of the most interesting 
  individuals ever to grace your game.  Using this book, you will achieve a level of 
  personified detail which will allow you to write a story or even an epic novel about your 
  character, should you choose to do so.  And best of all, you will want to. 
  This book not only adds intriguing secrets and details to every old school character 
  you can imagine; it also makes those details relevant, expandable and play-worthy.  In 
  short, this book will make you want to play, write and read more about the heroes and 
  villains of high fantasy than you ever did before. 
  (Ambitious?  Yes.  Inconceivable?  No.  Never go in against a Sicilian, when death is 
  on the line …) 
  The character enhancement process will take you about 60 to 120 minutes the first 
  time you go through the entire system, because you will be reading the book and gaining 
  a working knowledge of the fundamentals.  After your first character enhancement, 
  however, you will soon find that you can use the entire set of systems to create more new 
  characters (PC or NPC, it doesn’t matter) with considerable ease.  My own characters take 
  approximately 15-20 minutes to develop with this system, with an optional 5-10 minutes 
  following for smoothing and refinement. 
  If you would like to see a full example of the system at work, where I take actual 
  random rolls and create a new character ready for play, please refer to the end chapter of 
  this book. 
  Do not let this book intimidate you!  You certainly don’t need to go through every 
  step for every character, all the time.  This is a resource developed over decades, meant 
  to facilitate endless play options in your campaigns however long they may be.  Use this 
  
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  book more like an encyclopedia than a beginning-to-end sourcebook … unless, of course, 
  you like drowning in detail like I sometimes do. 
  This book is certainly ambitious, but it is also incomplete.  Importantly, please note 
  that — due to copyright, intellectual property laws, and the generally unpleasant 
  limitations imposed upon creativity by corporations — the entire character creation 
  process is not detailed in this book.  The Dungeon Delver Enhancer supplements your 
  existing FRPG rulebooks, with a noticeable lean toward the basic and advanced game 
  editions of c. 1977-1979; but it does not replace them.  The additional game books you 
  will need for the character creation rules are probably entitled something similar to the 
  “Players’ Guidebook” and the “Game Master’s Guide.”  You probably already have them 
  close at hand. 
  The difference here, however, is that for every place in those books where the text 
  reads something like “any additional details are up to you, for no mere book can 
  substitute for your brilliance or your creativity,” well … the Dungeon Delver Enhancer 
  actually helps you along by showing you dozens or even hundreds of different options 
  for that thing.  I’ve deliberately chosen some of the most difficult details to come up with:  
  names, personalities, and skill sets that are based on role-playing instead of number 
  crunching.  I will not leave you hanging! 
  This book will never overwhelm or control your creative process; but it will strive to 
  intensify your creativity, so that you can jump-start your imagination with great ideas 
  you might have always had, but never known how to express. 
  Unlike most Castle Oldskull fantasy role-playing game supplements, the Dungeon 
  Delver Enhancer is intended not just for Game Masters, but for players as well. 
  For the Game Masters, this book can be used to flesh out important Non-Player 
  Characters (NPCs) in your campaign.  I personally recommend the highest levels of detail 
  for those special NPCs that will have the most interaction with your players’ characters.  
  You can also use these systems to quickly produce new NPCs during random encounters 
  and improvisational play.  You can use this book inside play and out, from front to back, 
  or selectively, depending on where your current interests lie. 
  If you need a quick 10-second physical description for a tavern keeper, a name for a 
  prisoner, a motivation for a villain, or a one-word personality for that faceless man-at-
  arms the PCs just hired, this book provides all of those answers.  Just flip, find, roll and 
  go. 
  Similarly, you can just flip to the character design section of this book that you need 
  the most help with whenever you need it.  If you (like me) have trouble with good 
  epithets, just use the epithet section for random determination, and then design the rest 
  of the character yourself. 
  
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  Further, if you as the GM decide to use this book’s systems to add detail to the players’ 
  PCs, it is recommended that you allow the players to roll their own results, and for them 
  to fairly contest any results they find unenjoyable, so that they will always feel invested 
  in the process. 
  For players who are using this book without a Game Master’s supervision, you should 
  note that this is a resource filled with thousands of random results which are specifically 
  intended to enhance the old school fantasy role-playing experience.  There are some 
  random results which will make no difference in a character’s effectiveness, while others 
  can give a character slightly more or less power than before, based on the random die 
  roll. 
  You are in control, and you should always feel free to ignore a random result that 
  does not make sense for the character you envision.  When this book would make your 
  character less fun, or less interesting, just reroll … or simply choose what you want from 
  the available options, wherever you see a detail that makes more sense than the random 
  result.  After all, the real purpose of this book is to get you excited to play. 
  However, never forget that the GM is in control of the game, and you cannot use this 
  book as a bludgeon to force your GM to accept specific powers for your character.  If you 
  are a min-maxing power gamer, devoted to crafting “builds” with an entitled sense of the 
  game revolving around your unkillable superhero; if you’re interested solely in the “best” 
  choices, as opposed to entertaining characterization; then you have, quite simply, come 
  to the wrong place.  As this book’s author, I hereby kill your overpowered Mary Sue with 
  a nasty thunderbolt.  If you desperately wanted to know what his personality was, it was 
  this:  He sucked, and nobody liked him.  We’re all glad he’s dead.  Now hang your head 
  in shame.  Gollum is here to escort you out, and he says you should leave now and never 
  come back.  Something about taters or other nonsense.  Now go to your room, 
  contemplate your sins upon the Tree of Woe, and binge thyself upon entire seasons of 
  Full Metal Alchemist until you feel more like the fun-loving person you used to be. 
  ;) 
  (We shall now continue with the rather more serious nature of the introduction …) 
  This book can also be used for fiction writing.  I have developed these systems over 
  the past 20 years while playing fantasy games, and I am still improving them.  Many of 
  the good ideas here came from other players and Game Masters who were more creative 
  than I am.  I’m simply the expander, codifier and refiner of what I glean.  The resulting 
  systems have been designed primarily for gamers, but many gamers become fantasy 
  writers and vice versa. 
  The options you find herein can be hugely beneficial when you’re trying to conquer 
  writer’s block.  If you’re completely stuck in your writing, you can use this book to create 
  
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  two imaginary characters with random personalities.  Then, write a quick scene in which 
  these two strangers meet up with one another (to fight, to drink, to seek an alliance, or 
  simply falling over one another in a dungeon and mixing their treasure together), and 
  think about what they would say to one another.  You will find that you have the 
  beginnings of an interesting story in less than an hour’s worth of writing. 
  Whatever you decide to use this book for, please know that the systems are heartily 
  intended to save you time and work.  Never let this book force you down a path which 
  you find unenjoyable.  With that said, however, I do encourage you to try to make sense 
  of any random results which seem to conflict.  If the NPC you just rolled up is blind and 
  has high agility, go with that.  He has second sight!  Try to make sense of results that 
  don’t immediately make sense.  Remember that you can empower and strengthen your 
  imagination, just like any muscle, by working it a little harder than you’re comfortable 
  with. 
  After all, people are inherently inconsistent and paradoxical, and no truly complex 
  individual — real or imaginary — can be restricted to your own narrow first impression 
  of their philosophy.  Can a person be both honorable and treacherous?  Of course.  Are 
  they schizophrenic?  Possessed?  Duty-bound yet terrified?  Are they inherently 
  honorable, yet ready to betray their liege in the name of saving their family?  Are they 
  devotedly treacherous, yet madly in love with an honorable person?  Before you 
  disregard that strange or humorous pair of conflicting attributes, I recommend that you 
  ask yourself:  What would, if anything, make such an odd person tick? 
  Despite this lengthy recommendation, you are of course welcome to disregard 
  anything that you read herein.  You have the best ideas for your own game, and this book 
  is just a tool to get those ideas out in the open.  And whenever you have a better idea than 
  my own, use it!  I am by no means infallible, and the fact that this system is now in its 
  seventh iteration is proof that there is always a better way to do things.  There will 
  probably be a further edition of this book which is even larger and easier to use, a few 
  years from now. 
  I hope that you find my systems herein both enjoyable and inspiring.  Move things 
  around; cross out options and write in your own.  This book is earnestly intended to be a 
  tremendous help in advancing your own creative endeavors; and if it helps you to create 
  fascinating characters with ease, I am thankful. 
  And now:  let’s create the most interesting character you’ve ever envisioned! 
  (Random disclaimer:  The masculine “he,” “his,” and so forth are used throughout 
  this book, keeping the size and word count down while minimizing awkwardness.  No 
  offense or disrespect is intended, and you are more than welcome to replace “she” or 
  
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  “her” wherever appropriate.  You will also find some interesting female-only archetypes 
  herein, such as sibyls and amazons.  Enjoy. ~K) 
   
   
   
  ~ 
   
  
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  1 - 2 
  THE DUNGEON DELVER ENHANCEMENT PROCESS 
   
  If you are a Game Master, you should feel free to pick and choose those sections of 
  this book which you find most useful during gaming and prep from moment to moment.  
  But if you are using this book comprehensively for the first time from cover to cover, you 
  may want to use a Dungeon Delver Enhancer (DDE) sheet to plan out your own enhanced 
  character.  This can be an established (N)PC in need of a rework, or a wholly new 
  character.  In either case, before you start thinking of character sheets I recommend 
  something like this: 
   
   
   
  
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  This sample form was created in Excel for quick copying and printing.  Should you 
  find it useful, please feel free to e-mail the author for a file copy of same. 
  The steps of the DDE process are as follows.  Please note that some steps are class- or 
  race- specific, and some steps will be deliberately skipped over.  For example, if you’ve 
  settles on a Greek name, you can safely bypass the sections for Roman names, German, 
  Italian, and so forth. 
  The steps are: 
  [Step 1] Roll (or, always an option, personally select) the character’s given (first) 
  name. 
  [Step 2] Roll the character’s family (last) name. 
  [Step 3] Decide if you want to provide the character with a simple epithet (nickname) 
  based on origin.  (For example, if you’re designing a Halfling from Dorianshire, her 
  epithet may simply be “daughter of Rose” or “of Dorianshire.”)  If you would prefer an 
  epithet based on personal attributes, roll randomly on the tables provided. 
  [Step 4] Combine the character’s given name, family name and epithet into a pleasing 
  whole that appeals to you.  For example, if your character is Damien Slade and his epithet 
  is Red, you may decide on Damien Slade the Red, Red Damien, or even Damien Slade of 
  the Crimson. 
  [Step 5] Roll descriptors for all six of the character’s attributes (Strength / Might, 
  Intelligence / Intellect, Wisdom / Intuition, Dexterity / Agility, Charisma / Comeliness). 
  [Step 6] Roll to randomly determine the character’s handedness.  (If you choose your 
  own handedness, “right” or “left” are both fine choices; but check with your GM for 
  approval for “ambidextrous,” which provides tangible in-game power benefits.) 
  [Step 7] If the character is multi-classed, record your alternate class name for use in 
  role-playing.  For example, a Cleric / Mage (in game terms) can be regarded as an Oracle, 
  a Sacred Magus, or a Soothsayer (when talking to NPCs). 
  [Step 8] If you are designing a Druid, roll for the character’s clan background.  Note 
  that this choice can affect a character’s theme (Step 10) as well. 
  [Step 9]  If you are designing a Barbarian or a Half-Orc, roll for the character’s tribe 
  name and calling.  Note that this choice can affect a character’s theme (Step 10) as well. 
  [Step 10] Devise the character’s theme, either based on your own conception or the 
  random options provided.  Note that this choice can affect a character’s initial spell 
  repertoire (Step 11) or fighting style (Step 16). 
  [Step 11] If you are designing a spell caster (Cleric, Druid, Illusionist or Mage), you 
  may optionally roll for the initial spell repertoire. 
  
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  [Step 12] If your character is a demi-human, roll for racial clan and family ancestry.  
  Note that this choice can affect a character’s Useful Secondary Skill (Step 13). 
  [Step 13] Roll the character’s Useful Secondary Skill. 
  [Step 14] If the character has additional language slots due to high Intelligence, 
  determine the languages randomly.  Alternately, you can hold one or more slots as 
  “open” for the future learning of languages. 
  [Step 15] If your character is a Monk or a Thief, roll a specialized rogue talent. 
  [Step 16] Determine the character’s fighting style. 
  [Step 17] If your character is a demi-human, roll to determine known racial lore. 
  [Step 18] Roll the character’s background, or devise your own.  Players:  Please note 
  that backgrounds which provide significant additional powers are subject to GM 
  approval. 
  [Step 19] Roll to determine the character’s famous ancestor, if any.  Optionally, 
  provide the ancestor with a name and a simple background. 
  [Step 20] If your character is a Bard or a multi-classed Thief, roll for bardic trickery. 
  [Step 21] If your character is a Druid, roll to determine a spirit companion.  Note that 
  spirit companions provide both significant strength and weakness, and are therefore 
  optional. 
  [Step 22] If your character is an Illusionist or a Mage, roll to determine a familiar.  
  Note that familiars provide both significant strength and weakness, and are therefore 
  optional. 
  [Step 23] Determine the character’s Social Standing. 
  [Step 24] Create a coat of arms or blazon for the character to be known by.  The blazon 
  can be conceived based on the character’s race, class and background, but an extensive 
  random roll system is also provided. 
  [Step 25] Roll the character’s starting wealth.  Players:  Please note that significant 
  wealth in excess of 200 gold pieces will be withheld early only for game balance purposes. 
  [Step 26] Roll the character’s cleanliness and fashion. 
  [Step 27] Roll or select the character’s eye color. 
  [Step 28] Roll or select the character’s hair color. 
  [Step 29] Roll or select the character’s skin color. 
  [Step 30] Optionally, roll the character’s unusual physical trait. 
  
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  [Step 31] Roll or select traits to determine the character’s personality. 
  [Step 32] Roll or select the character’s likes. 
  [Step 33] Roll or select the character’s dislikes. 
  [Step 34] Roll to determine the character’s preferred companions and subculture. 
  [Step 35] Roll or select the character’s speech patterns and mannerisms. 
  [Step 36] Review the full DDE sheet, reflecting steps 1 to 35, paying special attention 
  to potential paradoxes or lapses in verisimilitude.  If any distinguishing features seem 
  discordant with the emergent whole of the persona, modify or delete them. 
  [Step 37] For players:  For amusement, roll a recommended party / fellowship name 
  which you can tender at the future player discussion.  For Game Masters:  If the NPC 
  belongs to a significant gathering or mercenary company, determine the group’s name 
  by random roll. 
  [Step 38] Record all of the information in concordance with your character sheet.  You 
  may want to transfer data from the DDE into the character sheet directly, or perhaps just 
  append a full printed DDE form. 
  [Step 39] Optionally, using the full DDE you can now write a description, profile or 
  even a short story in regards to the character’s pre-game experiences and perceived 
  identity. 
  [Step 40] Your character is now tremendously detailed and unique.  Go play! 
   
   
  
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  PART 2: 
  NAMES AND EPITHETS 
   
  ~ 
   
  2 - 1 
  STEP 1:  SELECTING A GIVEN NAME 
   
  It’s time to game.  Everyone is excited to play, so the character creation process is 
  quick, sloppy and slapdash.  Have you ever experienced a conversation like this? 
  Frankie:  Hey, Steve!  My fighter’s almost done.  Let’s buy the equipment and get 
  moving, okay?  What do we find when we go down the cellar stairs? 
  Steve:  Hey, slow down.  Your character sheet’s not even done.  What’s this fighter-
  guy’s name? 
  Frankie:  What?  Who cares?  Uh … it’s … it’s Kronx. 
  Steve:  Kronx?  From the Bronx? 
  Frankie:  No, Kronx from … Cindarion or something, right?  Isn’t that the city-state 
  where we — 
  Steve:  Hey, ‘Kronx.’  That’s just great, Frankie.  I spend an entire summer crafting you 
  guys an entire world, nay an entire universe to explore, I send the wife and kids off to see 
  Rogue One for the tenth time, and you’re gonna be Kronx.  Thanks, man. 
  Frankie:  Well, crap.  I have trouble with names … 
  It happens to all of us, the longer we game.  Not every character can be an evocative 
  Elric of Melnibone, a Solomon Kane, a Morgan Ironwolf or a Chun the Unavoidable.  
  Sometimes, you will come up with an incredible fantasy name that just works and makes 
  you want to play your character even more.  But more commonly, you’ll reach for a name 
  when it’s demanded of you and … there’s just nothing there. 
  The next huge chunk of this book is designed to help you out whenever that happens. 
  To use this system, first decide which general type of character you want to devise.  Is 
  your character human or a demi-human?  Although we all like to come up with fantasy 
  names that have no foundation in the real world (Aliantheara, perhaps, or Vek’thuul), 
  creating a wholly imaginary name when the inspiration just “isn’t” there can be 
  
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  disastrous.  In these situations, I strongly recommend that you choose an historical — or 
  at least traditional, tribal or folkloric — name for your character which can give you 
  something decent respectable to hang your future ideas upon. 
  To use this system with a human character, first decide which real-world culture you 
  want to invoke.  Good old school fantasy stories may seem entirely otherworldly, but 
  they are in fact firmly rooted in real-world myth and legendry.  (Middle Earth for 
  example is mostly English, Cimmeria is Celtic and Pictish, and the Ironborn are Vikings.) 
  If you’re astute and well-read, you may notice that I’ve taken the liberty of 
  masculinizing historical female names, and feminizng masculine names, in order to 
  maximize the number of options available to you.  For example, the male Roman name 
  Appius can become Appia for a female character.  Similarly, I have kit-bashed cultures 
  where only a few great names were in common use, and have expanded the lists by 
  digging further into the existing research for some great eccentricities.  As one example, 
  you will find 8th-century female French names shamelessly mixed in with 13th-century 
  Parisian names.  As another example I mashed Greek mythology with Achaean-ish 
  bloodlines of the late medieval period to create cool names that “sound like Greek to me.”  
  Forthrightly, I use history as a tool to enhance the game, rather than slavishly following 
  reality into the doldrums.  The game is what is being served here … not anyone’s 
  anthropology degree. 
  The following real-world cultures are included in this system:  English, French, Gaelic, 
  German, Greek, Italian, Norse / Scandinavian, Roman and Swiss, as well as special 
  folkloric systems for half-orcs, tribesmen and halflings.  Thousands of name 
  combinations are provided for male and female characters for each of these cultures.  If 
  you would like to include another culture for names which are more “exotic” (from a 
  medieval European perspective), do feel free to Google and to create your own.  These 
  cultures were specifically chosen for the author’s Castle Oldskull campaign because they 
  resonate with classic fantasy (such as found in Tolkien’s Middle Earth, Howard’s 
  Hyboria, Gygax’s Flanaess, Leiber’s Nehwon, etc.), and because they represent the 
  spectrum of realms found in the majority of Occidental myths, legends and fairytales.  
  Your mileage may vary. 
  If you ever think of a great name system which you would like to be added to an 
  expanded future edition of this book, feel free to contact me at shadowed (underscore) 
  sky (at) Hotmail (dot) com; I will do the work to add in another name system if it gets 
  enough votes! 
  I recommend that you choose a culture from the above list before rolling for a name, 
  but sometimes, you don’t even know what kind of character you want to create.  For 
  those times, and for a purely random result, consider using the following: 
  
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   (Roll 1d100 percentile dice; or, if dice are not available to you, use the macro 
  =RANDBETWEEN(1,100) in Excel.  Similarly, you can roll 1d1000 with three ten-sided 
  dice, or =RANDBETWEEN(1,1000).  And if you’re a programmer familiar with 
  randomization and automated output, more power to you!) 
   
   [01-10] 
  English Name; click the menu options below for rapid access 
   Introduction to English names 
   English names for female characters 
   English names for male characters 
  [11-20] 
  French Name; click the menu options below for rapid access 
   Introduction to French names 
   French names for female characters 
   French names for male characters 
  [21-30] 
  Gaelic Name; click the menu options below for rapid access 
   Introduction to Gaelic names 
   Gaelic names for female characters 
   Gaelic names for male characters 
  [31-40] 
  German Name; click the menu options below for rapid access 
   Introduction to German names 
   German names for female characters 
   German names for male characters 
  [41-50] 
  Greek Name; click the menu options below for rapid access 
   Introduction to Greek names 
   Greek names for female characters 
   Greek names for male characters 
  [51-60] 
  Italian Name; click the menu options below for rapid access 
   Introduction to Italian names 
   Italian names for female characters 
   Italian names for male characters 
  [61-70] 
  Norse or Scandinavian Name; click the menu options below for rapid 
  access 
   Introduction to Norse names 
  
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   Norse names for female characters 
   Norse names for male characters 
  [71-75] 
  Pastoral Name; click the menu options below for rapid access 
   Introduction to Pastoral names 
   Pastoral names for female characters 
   Pastoral names for male characters 
  [76-85] 
  Roman Name; click the menu options below for rapid access 
   Introduction to Roman names 
   Roman names for female characters 
   Roman names for male characters 
  [86-95] 
  Swiss Name; click the menu options below for rapid access 
   Introduction to Swiss names 
   Swiss names for female characters 
   Swiss names for male characters 
  [95-98] 
  Tribal Name; click the menu options below for rapid access 
   Introduction to Tribal names 
   Tribal names for female characters 
   Tribal names for male characters 
  [99-00] 
  No name yet, just a mysterious epithet (The Skulker, The Wandering 
  One, etc.) 
  
  Recommended names are also considered for demi-humans, as follows: 
   Dwarves:  You “classic” dwarves, you might want to consider using Norse & 
  Scandinavian names. 
   Elves:  Consider using Gaelic & French names. 
   Gnomes:  Consider using Latinized Swiss names. 
   Half-Elves:  [01-50] The half-elf was raised in a human-dominated culture; roll 
  on the human name table above.  [51-00] The half-elf was raised in an elven 
  enclave; use Gaelic & French names. 
   Half-Orcs:  For the 10% of half-orcs which are human in appearance and fully 
  integrated into a human-dominated culture, roll on the name on the human 
  name table above.  For the 90% of half-orcs which are orcish in appearance, use 
  “Black Speech” tribal name compounds. 
  
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   Halflings:  Use pastoral and traditional English name compounds. 
   Other Races:  I honestly couldn’t tell you.  Follow your instincts while 
  considering the above examples.  For example, lizard men might have tribal 
  names if they are savage, or Greek-themed names if they are clan-oriented and 
  relatively civilized. 
  The name system featured in this book is gender-based and quick to use:  just roll 
  1d100 or 1d1000 (as directed) for a first name, and once again for a family name, and 
  you’re done.  If two names are provided (e.g., “Xene or Zenobia”), simply choose the one 
  that you like the most.  Have fun with the process, and keep your personal preferences 
  at the forefront. 
   
  ~ 
   
  2 - 1 - 1 
  ANCIENT AND CLASSICAL GREEK NAMES 
   
  Please note that some names are Latinized / Romanized, to varying degrees, simply 
  based on what sounded the best to me.  You can apply purer Greek if that is your 
  preference, of course.  So if you want to change “-us” back to “-os,” and Cycnus back to 
  Kyknos, and so on and so forth, no one is going to stop you! 
   
   
  
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  ~ 
   
  2 - 1 - 1 - 1 
  GREEK NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Achaia 
  [02] 
  Acte or Adeia 
  [03] 
  Aedon or Aegle 
  [04] 
  Aerope 
  [05] 
  Aethre 
  [06] 
  Aganippe or Agarista 
  [07] 
  Aithra 
  [08] 
  Alcandre 
  [09] 
  Alcestis 
  [10] 
  Althaea 
  [11] 
  Amalthea or Amphitrite 
  [12] 
  Anastasia 
  [13] 
  Andromeda 
  [14] 
  Antheia 
  [15] 
  Antiochis or Anysia 
  [16] 
  Ariadne 
  [17] 
  Artemisia or Auxesia 
  [18] 
  Axiothea 
  [19] 
  Calliphana or Calypso 
  [20] 
  Charis 
  [21] 
  Chione 
  [22] 
  Chryseis or Cilissa 
  [23] 
  Circe 
  [24] 
  Clio or Clymene 
  [25] 
  Corythia 
  [26] 
  Crisa 
  [27] 
  Cybele or Cyrene 
  [28] 
  Cytheris 
  [29] 
  Damaris 
  [30] 
  Danae 
  [31] 
  Deineira 
  [32] 
  Demetria 
  [33] 
  Elcmene 
  [34] 
  Electra 
  
  P a g e  | 35 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [35] 
  Enyo 
  [36] 
  Eos or Eris 
  [37] 
  Euphrosyne or Europa 
  [38] 
  Eurydice 
  [39] 
  Evadne or Galatea 
  [40] 
  Glauce 
  [41] 
  Harmonia 
  [42] 
  Hecuba or Hekate 
  [43] 
  Hesione 
  [44] 
  Hippodamia 
  [45] 
  Hippolyta 
  [46] 
  Iaera 
  [47] 
  Ianeira or Ianthe 
  [48] 
  Ino 
  [49] 
  Iolanthe 
  [50] 
  Iphigenia 
  [51] 
  Iphis 
  [52] 
  Iris 
  [53] 
  Isadora 
  [54] 
  Ismene 
  [55] 
  Jocasta or Kallisto 
  [56] 
  Kassandra 
  [57] 
  Kharmion 
  [58] 
  Kypris 
  [59] 
  Lais or Lanike 
  [60] 
  Laodamia or Laodice 
  [61] 
  Lasthena 
  [62] 
  Leda 
  [63] 
  Leucothoe 
  [64] 
  Limnoreia or Lyra 
  [65] 
  Maera or Maia 
  [66] 
  Medea 
  [67] 
  Megara or Mykale 
  [68] 
  Myrine 
  [69] 
  Nausicaa or Neaera 
  [70] 
  Nephele 
  [71] 
  Niko 
  [72] 
  Niobe 
  [73] 
  Olympias 
  [74] 
  Omphale 
  [75] 
  Orithyia 
  [76] 
  Panope 
  [77] 
  Parthenia 
  [78] 
  Pasiphae 
  [79] 
  Persephone 
  [80] 
  Phaedra 
  [81] 
  Phaia 
  [82] 
  Phylace 
  
  36 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [83] 
  Polyxena 
  [84] 
  Procne 
  [85] 
  Psyche or Pyrrha 
  [86] 
  Raisa 
  [87] 
  Rhea 
  [88] 
  Sappho 
  [89] 
  Scylla 
  [90] 
  Sophia 
  [91] 
  Thais 
  [92] 
  Themis 
  [93] 
  Theophania 
  [94] 
  Theresa 
  [95] 
  Thessala 
  [96] 
  Thyia 
  [97] 
  Timandra or Tyro 
  [98] 
  Xanthe 
  [99] 
  Xena 
  [00] 
  Xene or Zenobia 
   
  End of Step 1.  After you have chosen a Greek first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Greek family name table  
   
  ~ 
   
  2 - 1 - 1 - 2 
  GREEK NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Abantes or Abderos 
  [02] 
  Acaeus or Acestes 
  [03] 
  Achilles or Acrisius 
  [04] 
  Admetus or Adrastus 
  [05] 
  Aegaeon or Aegon 
  [06] 
  Aeolus or Aeschreas 
  [07] 
  Aeson or Aethon 
  [08] 
  Agamedes or Agamemnon 
  
  P a g e  | 37 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [09] 
  Agapenor or Agathocles 
  [10] 
  Agethon or Agelaus 
  [11] 
  Agenor or Agesilaus 
  [12] 
  Agrias or Aischylos 
  [13] 
  Akamas or Alastor 
  [14] 
  Alcandros or Alcon 
  [15] 
  Alector or Alexandros 
  [16] 
  Alexon 
  [17] 
  Alkiphron or Alphaeus 
  [18] 
  Amarinceus or Amphion 
  [19] 
  Amphitrion or Amyntor 
  [20] 
  Amythaon or Anacharsis 
  [21] 
  Anakreon or Anaxagoras 
  [22] 
  Anaxilaus or Anaximander 
  [23] 
  Andraemon or Antaeus 
  [24] 
  Antichares or Argaeus 
  [25] 
  Argos or Arion 
  [26] 
  Aristarchus or Asterion 
  [27] 
  Atreus or Autolycus 
  [28] 
  Bacenor or Briareus 
  [29] 
  Cepheus or Ceyx 
  [30] 
  Charax or Charon 
  [31] 
  Chrysaor or Cinyras 
  [32] 
  Corydon or Crios 
  [33] 
  Cycnus or Daedalos 
  [34] 
  Damian or Damon 
  [35] 
  Demetrios or Demonax 
  [36] 
  Demosthenes or Deukalion 
  [37] 
  Diomedes or Dioscuros 
  [38] 
  Dolon or Dorian 
  [39] 
  Duris or Elatreus 
  [40] 
  Endymion or Eos 
  [41] 
  Ephialtes or Eryx 
  [42] 
  Eudoxus or Eurydemon 
  [43] 
  Eudoxus or Eurydemon 
  [44] 
  Eurythion 
  [45] 
  Galenus or Glaukos 
  [46] 
  Glycon or Gyras 
  [47] 
  Haemon or Heirax 
  [48] 
  Hektor or Helios 
  [49] 
  Herodion or Hieronymus 
  [50] 
  Hyperenor or Hyperion 
  [51] 
  Hyrcanus or Icarion 
  [52] 
  Icarus or Idaeus 
  [53] 
  Imbrasus or Imbrus 
  [54] 
  Ion or Irus 
  [55] 
  Isidor or Ision 
  [56] 
  Isocrates or Kaletor 
  
  38 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [57] 
  Korax or Krateros 
  [58] 
  Kritias or Laertes 
  [59] 
  Laomedon or Leonidas 
  [60] 
  Lycomedes or Lycoris 
  [61] 
  Lykon or Lysagoras 
  [62] 
  Machaon or Marsyas 
  [63] 
  Medon or Megareus 
  [64] 
  Megasthenes or Meleagros 
  [65] 
  Memnon or Mentor 
  [66] 
  Moeris or Mygdon 
  [67] 
  Nicanor or Nicias 
  [68] 
  Nothon or Odysseus 
  [69] 
  Oedipus or Olympicus 
  [70] 
  Orcus or Orestes 
  [71] 
  Orion or Orpheus 
  [72] 
  Otus or Pallas 
  [73] 
  Pandion or Pantares 
  [74] 
  Patroclus 
  [75] 
  Perdix or Perimedes 
  [76] 
  Phaestus or Phalanthus 
  [77] 
  Philostratus or Phoenix 
  [78] 
  Plutarch or Polyctor 
  [79] 
  Polydectes or Polymedes 
  [80] 
  Polydectes or Polymedes 
  [81] 
  Porphyrius or Praxites 
  [82] 
  Proetus or Protagoras 
  [83] 
  Pylenor or Pyrrhus 
  [84] 
  Pythagoras or Pytheas 
  [85] 
  Rhadamanthos or Rhexenor 
  [86] 
  Sarpedon or Scamandrius 
  [87] 
  Scylax or Sinon 
  [88] 
  Sisyphus or Skiron 
  [89] 
  Strachys or Strophius 
  [90] 
  Talos or Tarchon 
  [91] 
  Tecton or Teiresias 
  [92] 
  Telemachus or Tenthedron 
  [93] 
  Tereus, Teukros or Thaulos 
  [94] 
  Themocles, Theophrastus or 
  Theron 
  [95] 
  Thrasius, Tirynthius or 
  Tisandros 
  [96] 
  Tithonius or Triptolemus 
  [97] 
  Tychaeus or Tyndaerus 
  [98] 
  Xanthus or Xenophon 
  [99] 
  Zagreus or Zamolxis 
  [00] 
  Zephyrinus or Zethus 
   
  
  P a g e  | 39 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  End of Step 1.  After you have chosen a Greek first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Greek family name table  
   
  ~ 
   
   
   
  2 - 1 - 2 
  CLASSICAL ROMAN NAMES 
   
  Historically speaking, the rules for genuine Roman nomenclature became laborious 
  and labyrinthine once you delve into the topic with any degree of seriousness.  That is 
  the exact opposite effect of what I want in this book, so this system has been designed 
  provide the full flavor of Roman names without bogging down in the rules, restrictions, 
  cognomina and particulars.  The essential conventions are reflected here although many 
  of these names would not pass muster in a strictly Roman historical RPG. 
  
  40 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  There is also the interesting problem of name loss in Roman history:  from the 
  Republic to the Empire, the number of given names shrank dramatically until there were 
  fewer than twenty names being used by most men in the Empire. 
  Can you imagine if 5% of the known world shared your name?  Bleh! 
  To improve this situation — which is tedious, from a gaming perspective — I have 
  included a fair number of rare, unique and modified-derivative names for variety’s sake. 
   
  ~ 
   
  2 - 1 - 2 - 1 
  ROMAN NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aconia 
  [02] 
  Aelia 
  [03] 
  Aemilia 
  [04] 
  Agrippina 
  [05] 
  Ancharia 
  [06] 
  Annia 
  [07] 
  Antistia 
  [08] 
  Antonia 
  [09] 
  Appia 
  [10] 
  Aquilia 
  [11] 
  Arria 
  [12] 
  Aula 
  [13] 
  Aurelia 
  [14] 
  Caecilia 
  [15] 
  Caesa 
  [16] 
  Caesonia 
  [17] 
  Caia 
  [18] 
  Calpurnia 
  [19] 
  Claudia 
  [20] 
  Cornelia 
  [21] 
  Decima 
  [22] 
  Domitia 
  [23] 
  Drusilla 
  [24] 
  Euphemia 
  [25] 
  Eutropia 
  [26] 
  Fabia 
  
  P a g e  | 41 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [27] 
  Fausta 
  [28] 
  Flavia 
  [29] 
  Gaia 
  [30] 
  Galeria 
  [31] 
  Gnaea 
  [32] 
  Helena 
  [33] 
  Honoria 
  [34] 
  Hosta 
  [35] 
  Julia 
  [36] 
  Justina 
  [37] 
  Leontia 
  [38] 
  Lepida 
  [39] 
  Livia 
  [40] 
  Lucia 
  [41] 
  Maecia 
  [42] 
  Magia 
  [43] 
  Mamerca 
  [44] 
  Marcella 
  [45] 
  Matidia 
  [46] 
  Maxima 
  [47] 
  Melissa or Mellisa 
  [48] 
  Mettia 
  [49] 
  Nona 
  [50] 
  Numeria 
  [51] 
  Ocellina 
  [52] 
  Octavia 
  [53] 
  Orbiana 
  [54] 
  Otacilia 
  [55] 
  Paccia 
  [56] 
  Papiria 
  [57] 
  Paulina 
  [58] 
  Placidia 
  [59] 
  Plautia 
  [60] 
  Plautilla 
  [61] 
  Plotina 
  [62] 
  Pompeia 
  [63] 
  Postuma 
  [64] 
  Prima 
  [65] 
  Prisca 
  [66] 
  Procula 
  [67] 
  Publia 
  [68] 
  Pulcheria 
  [69] 
  Quarta 
  [70] 
  Quinta 
  [71] 
  Sabina 
  [72] 
  Sempronia 
  [73] 
  Septima 
  [74] 
  Sertoria 
  
  42 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [75] 
  Servia 
  [76] 
  Severa 
  [77] 
  Severina 
  [78] 
  Spuria 
  [79] 
  Statia 
  [80] 
  Sulpicia 
  [81] 
  Terentia 
  [82] 
  Theodora 
  [83] 
  Tiberia 
  [84] 
  Titania 
  [85] 
  Tulla 
  [86] 
  Turia 
  [87] 
  Ulpia 
  [88] 
  Valeria 
  [89] 
  Veloria 
  [90] 
  Verina 
  [91] 
  Vesta 
  [92] 
  Vibia 
  [93] 
  Violentilla 
  [94] 
  Vispania 
  [95] 
  Volesia 
  [96] 
  Volusa 
  [97-98] 
  Volusiana 
  [99-00] 
  Vopisca 
   
  End of Step 1.  After you have chosen a Roman first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Roman family name table  
   
  ~ 
   
  2 - 1 - 2 - 2 
  ROMAN NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aconius 
  [02] 
  Aelius 
  
  P a g e  | 43 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [03] 
  Aemilius 
  [04] 
  Agrippa 
  [05] 
  Ancharius 
  [06] 
  Antistius 
  [07] 
  Antonius 
  [08] 
  Appius 
  [09] 
  Aquilius 
  [10] 
  Arrius 
  [11] 
  Aulus 
  [12] 
  Aurelius 
  [13] 
  Caecilius 
  [14] 
  Caeso 
  [15] 
  Caesonius 
  [16] 
  Caius 
  [17] 
  Calpurnius 
  [18] 
  Claudius 
  [19] 
  Cornelius 
  [20] 
  Decimus 
  [21] 
  Domitius 
  [22] 
  Drusillus 
  [23] 
  Euphemius 
  [24] 
  Eutropius 
  [25] 
  Fabius 
  [26] 
  Faustus 
  [27] 
  Flavius 
  [28] 
  Gaius 
  [29-30] 
  Galerius 
  [31-32] 
  Gnaeus 
  [33] 
  Honorius 
  [34] 
  Hostus 
  [35-36] 
  Julius 
  [37-38] 
  Leontius 
  [39] 
  Lepidus 
  [40-41] 
  Livius 
  [42-43] 
  Lucius 
  [44] 
  Mamercus 
  [45] 
  Manius 
  [46] 
  Marcellus 
  [47-48] 
  Marcus 
  [49-50] 
  Maximus 
  [51] 
  Mettius 
  [52] 
  Nonus 
  [53] 
  Ocellinus 
  [54] 
  Octavius 
  [55] 
  Opiter 
  [56] 
  Orbianus 
  [57] 
  Otacilius 
  [58] 
  Paccius 
  
  44 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [59] 
  Paulinus 
  [60] 
  Paullus 
  [61] 
  Placidius 
  [62] 
  Plautius 
  [63] 
  Plotinus 
  [64] 
  Postumus 
  [65] 
  Priscus 
  [66] 
  Proculus 
  [67] 
  Publius 
  [68] 
  Quartus 
  [69-70] 
  Quintus 
  [71] 
  Sabinus 
  [72] 
  Sempronius 
  [73] 
  Septimus 
  [74] 
  Sertor 
  [75] 
  Servius 
  [76-77] 
  Severus 
  [78] 
  Sextus 
  [79] 
  Spurius 
  [80] 
  Statius 
  [81] 
  Sulpicius 
  [82] 
  Terentius 
  [83] 
  Theodorus 
  [84] 
  Thracius 
  [85-86] 
  Tiberius 
  [87-88] 
  Titus 
  [89] 
  Tullus 
  [90] 
  Turius 
  [91] 
  Ulpius 
  [92] 
  Valerius 
  [93] 
  Veloro 
  [94] 
  Verinus 
  [95] 
  Vibius 
  [96] 
  Vispanius 
  [97] 
  Volesus 
  [98] 
  Volusianus 
  [99] 
  Volusus 
  [00] 
  Vopiscus 
   
  End of Step 1.  After you have chosen a Roman first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Roman family name table  
   
  
  P a g e  | 45 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  ~ 
   
  2 - 1 - 3 
  MEDIEVAL ENGLISH NAMES 
   
  The names provided here include those which were known prior to the Norman 
  invasion, as well as early medieval names with various influences (French, Irish, Roman, 
  Scandinavian etc.).  This effect is intentional, because I regard the Arthurian legends and 
  Celtic myth as the strongest English setting for fantasy role-playing.  Game Masters are 
  encouraged to research late medieval and even Elizabethan names if they disagree. 
   
   
  
  46 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  ~ 
   
  2 - 1 - 3 - 1 
  ENGLISH NAMES FOR FEMALE CHARACTERS 
   
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Adelina or Aeditha 
  [02] 
  Aelina or Agnes 
  [03] 
  Aileth or Alainne 
  [04] 
  Aldeth or Aldreda 
  [05] 
  Alicia or Alienora 
  [06] 
  Amabillia or Amanda 
  [07] 
  Ameline or Amicia 
  [08] 
  Amphelisia or Anabel 
  [09] 
  Anachorita or Anastasia 
  [10] 
  Andrie or Anna 
  [11] 
  Anora or Ascelina 
  [12] 
  Avina or Barbata 
  [13] 
  Basilia or Beatrix 
  [14] 
  Bertha or Bibele 
  [15] 
  Blanche or Brise 
  [16] 
  Brithwen or Camilla 
  [17] 
  Cassandra 
  [18] 
  Caterina or Cecily 
  [19] 
  Celestine or Celestria 
  [20] 
  Chloe or Christiana 
  [21] 
  Clara or Clariandra 
  [22] 
  Clarice or Clementia 
  [23] 
  Constancia 
  [24] 
  Dameta or Dametta 
  [25] 
  Decima or Desdemona 
  [26] 
  Desiderata or Diamanda 
  [27] 
  Drusilla or Edelina 
  [28] 
  Edild or Edithe 
  [29] 
  Edolina or Ellaria 
  [30] 
  Eleanora 
  [31] 
  Elizabeth 
  [32] 
  Emelina or Emeloth 
  [33] 
  Emmelina or Esa 
  [34] 
  Estienne or Eularia 
  
  P a g e  | 47 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [35] 
  Eustachia or Eva 
  [36] 
  Felicia or Floria 
  [37] 
  Fortunata or Galiene 
  [38] 
  Gemma or Giliane 
  [39] 
  Gillota or Ginnade 
  [40] 
  Gode or Goderun 
  [41] 
  Godeva 
  [42] 
  Goditha or Godiva 
  [43] 
  Golderon or Goldhen 
  [44] 
  Gratia or Greta 
  [45] 
  Gunnora or Gunnota 
  [46] 
  Hegelina or Helena 
  [47] 
  Hendina or Hextilda 
  [48] 
  Hilde or Hildithe 
  [49] 
  Imagantia or Imedia 
  [50] 
  Ingeleth or Ingerid 
  [51] 
  Isabele 
  [52] 
  Ismenialsolda or Jessamine 
  [53] 
  Johanna or Joiha 
  [54] 
  Josina or Juliana 
  [55] 
  Justina or Katelina 
  [56] 
  Kima or Langlaua 
  [57] 
  Laurencia or Lauretta 
  [58] 
  Lecenta or Leda 
  [59] 
  Lefquen or Lefquena 
  [60] 
  Lena or Lewena 
  [61] 
  Lia or Ligarda 
  [62] 
  Loretta or Lovechild 
  [63] 
  Luce or Mabella 
  [64] 
  Magge or Margareta 
  [65] 
  Margery or Maria 
  [66] 
  Marioth or Mathild 
  [67] 
  Maysant or Melisant 
  [68] 
  Melodie or Merilda 
  [69] 
  Mirabell or Miriel 
  [70] 
  Mitri or Moelle 
  [71] 
  Muriella or Nog 
  [72] 
  Nycaise or Odolina 
  [73] 
  Oliva or Orable 
  [74] 
  Orella or Oriold 
  [75] 
  Pandonia or Parisete 
  [76] 
  Paulina or Pavia 
  [77] 
  Pentecost 
  [78] 
  Philomena or Plente 
  [79] 
  Pollekin or Preciosa 
  [80] 
  Prudence or Quenilla 
  [81] 
  Quenylda or Ragenhild 
  [82] 
  Regina or Rimilde 
  
  48 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [83] 
  Roana or Rosamunda 
  [84] 
  Rothais or Runild 
  [85] 
  Ryngewar or Sabeline 
  [86] 
  Sabina or Salerna 
  [87] 
  Sarra or Scolace 
  [88] 
  Sedania or Sedehanna 
  [89] 
  Sephare or Sibile 
  [90] 
  Sibry or Splendora 
  [91] 
  Stanilde or Susanna 
  [92] 
  Swanhild or Sybil 
  [93] 
  Thora 
  [94] 
  Tiece or Udeline 
  [95] 
  Ulia or Urie 
  [96] 
  Wakerild or Wolfeda 
  [97] 
  Wulfrun or Yda 
  [98] 
  Ydonea or Ylaria 
  [99] 
  Ysane or Ysenda 
  [00] 
  Ysolt 
   
  End of Step 1.  After you have chosen an English first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the English family name table  
   
  ~ 
   
  2 - 1 - 3 - 2 
  ENGLISH NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Abelard or Absolon 
  [02] 
  Achard or Adam 
  [03] 
  Aignen 
  [04] 
  Alain or Albinus 
  [05] 
  Aldebrand or Aldemund 
  [06] 
  Alexander 
  [07] 
  Aloysius or Amadeus 
  [08] 
  Amalric or Amalvis 
  
  P a g e  | 49 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [09] 
  Andrew 
  [10] 
  Anthony or Arbert 
  [11] 
  Arnald or Arnulf 
  [12] 
  Arthur 
  [13] 
  Avenel or Baderon 
  [14] 
  Baldric or Baldwin 
  [15] 
  Bardin 
  [16] 
  Barnard or Barnier 
  [17] 
  Bartholomew or Baut 
  [18] 
  Benedict 
  [19] 
  Bernard or Bochard 
  [20] 
  Bryan or Burnel 
  [21] 
  Centule 
  [22] 
  Charles or Chartain 
  [23] 
  Christopher 
  [24] 
  Cuthbert 
  [25] 
  Cyon 
  [26] 
  Cyriac or Daimbert 
  [27] 
  Damian or Darius 
  [28] 
  David 
  [29] 
  Delion or Edmund 
  [30] 
  Edward or Engelard 
  [31] 
  Esdelot 
  [32] 
  Estout or Ethelred 
  [33] 
  Eustace or Fangeaux 
  [34] 
  Fiebras 
  [35] 
  Flambard or Fortin 
  [36] 
  Forcaut or Fray 
  [37] 
  Fremin 
  [38] 
  Freskin or Gabriel 
  [39] 
  Ganelon or Geerardt 
  [40] 
  Gentian 
  [41] 
  Geoffrey or George 
  [42] 
  Gerard or Gerland 
  [43] 
  Gilbert 
  [44] 
  Gildon or Giles 
  [45] 
  Gobin or Godfrey 
  [46] 
  Golias 
  [47] 
  Gontier or Gourdet 
  [48] 
  Granville or Griffin 
  [49] 
  Guermont 
  [50] 
  Guy or Gyles 
  [51] 
  Habreham or Halinard 
  [52] 
  Henrius 
  [53] 
  Honore or Honot 
  [54] 
  Huart or Huebald 
  [55] 
  Hugh 
  [56] 
  Humbert or Humphrey 
  
  50 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [57] 
  Ingham or Isore 
  [58] 
  Ivo 
  [59] 
  James or Jevan 
  [60] 
  Jon or Jorin 
  [61] 
  Kerrich 
  [62] 
  Laurence or Leavold 
  [63] 
  Leigh or Lewis 
  [64] 
  Luke 
  [65] 
  Maillart or Marin 
  [66] 
  Matthew or Maulore 
  [67] 
  Mervyn 
  [68] 
  Michael 
  [69] 
  Nathaniel 
  [70] 
  Nicholas or Obert 
  [71] 
  Olever 
  [72] 
  Ondart or Orderic 
  [73] 
  Orland 
  [74] 
  Orrick 
  [75] 
  Peter 
  [76] 
  Philip or Piers 
  [77] 
  Pricion or Quabin 
  [78] 
  Quenall 
  [79] 
  Rahier or Ralf 
  [80] 
  Rauve 
  [81] 
  Renost 
  [82] 
  Reynard 
  [83] 
  Richard or Robert 
  [84] 
  Roderick or Rodolph 
  [85] 
  Roger 
  [86] 
  Rosser or Rostand 
  [87] 
  Rowland or Russell 
  [88] 
  Savaric 
  [89] 
  Sevrin or Sigan 
  [90] 
  Simon or Sirion 
  [91] 
  Stephen 
  [92] 
  Symond 
  [93] 
  Talon 
  [94] 
  Thomas or Turquan 
  [95] 
  Ulger 
  [96] 
  Valentine 
  [97] 
  Vane 
  [98] 
  Victor or Vyncent 
  [99] 
  Waleran 
  [00] 
  Walter or William 
   
  
  P a g e  | 51 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  End of Step 1.  After you have chosen an English first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the English family name table  
   
  ~ 
   
  2 - 1 - 4 
  MEDIEVAL FRENCH NAMES 
   
  The names provided here are primarily early medieval, with some uniquely regional 
  names added for interest and variety’s sake.  History buffs will likely notice that I 
  borrowed a few beautiful names from later centuries as well. 
   
  ~ 
   
  2 - 1 - 4 - 1 
  FRENCH NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aalis 
  [02] 
  Aceline 
  [03] 
  Achillande 
  [04] 
  Adatte 
  [05] 
  Adelais 
  [06] 
  Adelet 
  [07] 
  Agace 
  [08] 
  Agnes 
  [09] 
  Alainne 
  [10] 
  Alaire 
  [11] 
  Alays 
  [12] 
  Alison 
  [13] 
  Alixente 
  [14] 
  Amelot 
  
  52 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [15] 
  Angelline 
  [16] 
  Armanda 
  [17] 
  Basina 
  [18] 
  Belaset 
  [19] 
  Bertrande 
  [20] 
  Bianca 
  [21] 
  Blancheflor 
  [22] 
  Catharina 
  [23] 
  Chrestienne 
  [24] 
  Claria 
  [25] 
  Collette 
  [26] 
  Crespine 
  [27] 
  Domenge 
  [28] 
  Dulcelina 
  [29] 
  Elisanna 
  [30] 
  Emelisse 
  [31] 
  Felise 
  [32] 
  Francesca 
  [33] 
  Geraldesse 
  [34] 
  Gerarda 
  [35] 
  Gisa 
  [36] 
  Guillemette 
  [37] 
  Guillerma 
  [38] 
  Guiote 
  [39] 
  Iolente 
  [40] 
  Isabel 
  [41] 
  Ismae 
  [42] 
  Jachet 
  [43-44] 
  Jaqueline 
  [45-46] 
  Jaquette 
  [47] 
  Jehanne 
  [48] 
  Joana 
  [49] 
  Liedgarde 
  [50] 
  Lisette 
  [51] 
  Livrade 
  [52] 
  Loise 
  [53] 
  Maalot 
  [54] 
  Macee 
  [55-56] 
  Mahault 
  [57-58] 
  Margarite 
  [59-60] 
  Margot 
  [61-62] 
  Maria 
  [63] 
  Marieta 
  [64] 
  Martine 
  [65] 
  Mateline 
  [66] 
  Maurisia 
  [67] 
  Mondette 
  [68] 
  Naudina 
  
  P a g e  | 53 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [69-70] 
  Nicole 
  [71-72] 
  Ombeline 
  [73] 
  Osane 
  [74] 
  Oudine 
  [75] 
  Parette 
  [76] 
  Pasquette 
  [77] 
  Perrette 
  [78] 
  Peyrinne 
  [79] 
  Philpote 
  [80] 
  Pieret 
  [81] 
  Plesance 
  [82] 
  Quatalina 
  [83] 
  Quataryna 
  [84] 
  Ramonda 
  [85] 
  Rixende 
  [86] 
  Robine 
  [87-88] 
  Sanceline 
  [89-90] 
  Sancta 
  [91-92] 
  Symonne 
  [93-94] 
  Tiephaine 
  [95] 
  Toussaine 
  [96] 
  Tyfainne 
  [97] 
  Valentina 
  [98] 
  Ysabeau 
  [99] 
  Ysabel 
  [00] 
  Ysmaine 
   
  End of Step 1.  After you have chosen a French first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the French family name table  
   
  ~ 
   
   
  
  54 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
   
  2 - 1 - 4 - 2 
  FRENCH NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
  
  P a g e  | 55 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  [01] 
  Acelin 
  [02] 
  Adam 
  [03] 
  Adalberon 
  [04] 
  Adenet 
  [05] 
  Aemar or Alain 
  [06] 
  Aleaume 
  [07] 
  Alixandre 
  [08] 
  Ambroisin 
  [09] 
  Andriet 
  [10] 
  Archambaut 
  [11] 
  Arna 
  [12] 
  Arnould 
  [13] 
  Audric 
  [14] 
  Aufondet 
  [15] 
  Augustin 
  [16] 
  Balthazar 
  [17] 
  Bastien 
  [18] 
  Baudrain 
  [19] 
  Bertran 
  [20] 
  Brion 
  [21] 
  Brodier 
  [22] 
  Caisin 
  [23] 
  Colin 
  [24] 
  Daniel 
  [25] 
  Domin or Estienne 
  [26] 
  Eustace 
  [27] 
  Evrard 
  [28] 
  Evrart 
  [29] 
  Ferrant 
  [30] 
  Fochier 
  [31] 
  Gabriel 
  [32] 
  Galois 
  [33] 
  Gaufroi 
  [34] 
  Gaultier 
  [35] 
  Gerard 
  [36] 
  Germain 
  [37] 
  Gilles 
  [38] 
  Gillot 
  [39] 
  Gobin 
  [40] 
  Godefroy or Gracien 
  [41] 
  Guilhem 
  [42] 
  Guillaume 
  [43] 
  Hannequin 
  [44] 
  Hebert or Hennequin 
  [45] 
  Henry 
  [46] 
  Herman 
  
  56 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [47] 
  Huchon 
  [48] 
  Huet 
  [49] 
  Hugo 
  [50] 
  Innocent 
  [51] 
  Jacquet 
  [52] 
  Jaques 
  [53] 
  Jaquet 
  [54] 
  Jaspar 
  [55] 
  Jean 
  [56] 
  Jehan 
  [57] 
  Joffroy or Lambert 
  [58] 
  Lancelot 
  [59] 
  Laurens 
  [60] 
  Loys 
  [61] 
  Lucas 
  [62] 
  Mace or Mahiet 
  [63] 
  Marc 
  [64] 
  Martin 
  [65] 
  Michael 
  [66] 
  Michault 
  [67] 
  Nicolas 
  [68] 
  Olivier 
  [69] 
  Oudin 
  [70] 
  Pascaut 
  [71] 
  Pasquier 
  [72] 
  Perrin 
  [73] 
  Philippe 
  [74] 
  Pierre 
  [75] 
  Quentin 
  [76] 
  Raolf 
  [77] 
  Raoul 
  [78] 
  Rasse 
  [79] 
  Raymon 
  [80] 
  Regnault 
  [81] 
  Regnier 
  [82] 
  Remon 
  [83] 
  Remy 
  [84] 
  Richard 
  [85] 
  Robert 
  [86] 
  Robin or Rogier 
  [87] 
  Rolet 
  [88] 
  Sicart 
  [89] 
  Simon 
  [90] 
  Tassin 
  [91] 
  Thevenin 
  [92] 
  Thevot 
  [93] 
  Thibault or Thomas 
  [94] 
  Verain 
  
  P a g e  | 57 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [95] 
  Vincent 
  [96] 
  Voulo 
  [97] 
  Waleran 
  [98] 
  Willelmot 
  [99] 
  Ymbelot 
  [00] 
  Ymbert 
   
  End of Step 1.  After you have chosen a French first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the French family name table  
   
  ~ 
   
  2 - 1 - 5 
  MEDIEVAL GERMAN NAMES 
   
  ~ 
   
  2 - 1 - 5 - 1 
  GERMAN NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Adalsinda 
  [02] 
  Adelheidis 
  [03] 
  Agnes 
  [04] 
  Alawich 
  [05] 
  Alberadis 
  [06] 
  Albrade 
  [07] 
  Albreda 
  [08] 
  Aleidis 
  [09] 
  Anne 
  [10] 
  Ansila 
  [11] 
  Apollonia 
  [12] 
  Ayla 
  
  58 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [13] 
  Basina 
  [14] 
  Beatrisia 
  [15] 
  Bechte 
  [16] 
  Berchte 
  [17] 
  Berta 
  [18] 
  Bertrude 
  [19] 
  Binhildis 
  [20] 
  Bytzel 
  [21] 
  Chunegundis 
  [22] 
  Clare 
  [23] 
  Constantia 
  [24] 
  Contzel 
  [25] 
  Cristina 
  [26] 
  Cristyne 
  [27] 
  Demut 
  [28] 
  Demuth 
  [29] 
  Dorothye 
  [30] 
  Durade 
  [31] 
  Elisabeth 
  [32] 
  Else 
  [33] 
  Elsebeth 
  [34] 
  Emeludt 
  [35] 
  Emnilda 
  [36] 
  Ennlin 
  [37] 
  Eue 
  [38] 
  Evfemia 
  [39] 
  Frena 
  [40] 
  Fye 
  [41] 
  Galiana 
  [42] 
  Gele 
  [43] 
  Gepa 
  [44] 
  Gerburg 
  [45] 
  Gerhild 
  [46] 
  Gerlin 
  [47] 
  Gertruda 
  [48] 
  Gertrudis 
  [49] 
  Grede 
  [50] 
  Gredechin 
  [51] 
  Guda 
  [52] 
  Gude 
  [53] 
  Gyszel 
  [54] 
  Hazecha 
  [55] 
  Hedewigis 
  [56] 
  Heidindrudis 
  [57] 
  Heilken 
  [58] 
  Herlinde 
  [59] 
  Heske 
  [60] 
  Hette 
  
  P a g e  | 59 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [61] 
  Hildeburge 
  [62] 
  Hildeburgis 
  [63] 
  Irmele 
  [64] 
  Irmla 
  [65] 
  Isentrud 
  [66] 
  Jonatha 
  [67] 
  Judda 
  [68] 
  Judith 
  [69] 
  Kaetherlin 
  [70] 
  Katherine 
  [71] 
  Ketha 
  [72] 
  Kungund 
  [73] 
  Libestse 
  [74] 
  Liepmayt 
  [75] 
  Lugardis 
  [76] 
  Lucardis 
  [77] 
  Lype 
  [78] 
  Lyse 
  [79] 
  Madlen 
  [80] 
  Margarete 
  [81] 
  Margred 
  [82] 
  Marhaus 
  [83] 
  Meckil 
  [84] 
  Methildis 
  [85] 
  Nethe 
  [86] 
  Niesenn 
  [87] 
  Osterhilde 
  [88] 
  Othilia 
  [89] 
  Petternel 
  [90] 
  Reglindis 
  [91] 
  Reinhedis 
  [92-93] 
  Sophia 
  [94] 
  Syele 
  [95-96] 
  Wulfhild 
  [97] 
  Wulfhilda 
  [98-99] 
  Yrmengardis 
  [00] 
  Ysentrud 
   
  End of Step 1.  After you have chosen a German first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the German family name table  
   
  
  60 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  ~ 
   
  2 - 1 - 5 - 2 
  GERMAN NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Albert or Albertus 
  [02] 
  Andreas or Anshelmus 
  [03] 
  Arnold or Arnoldus 
  [04] 
  Augustinus or Baldemarus 
  [05] 
  Bernardus or Bertholdus 
  [06] 
  Berwelfus 
  [07] 
  Burkardus or Ciprianus 
  [08] 
  Clement or Cristianus 
  [09] 
  Cuno or Cunradus 
  [10] 
  Dammo or Daniel 
  [11] 
  Deigenhardus or Didericus 
  [12] 
  Dietrich or Dimarus 
  [13] 
  Dionysius or Ditmarus 
  [14] 
  Ditwinus or Dudo 
  [15] 
  Eberhardus or Eberhart 
  [16] 
  Eckardus 
  [17] 
  Eckehart or Eginolf 
  [18] 
  Eherhart or Embrico 
  [19] 
  Emelricus 
  [20] 
  Emercho or Emicho 
  [21] 
  Endemannus or Ermenoldus 
  [22] 
  Everwinus or Eys 
  [23] 
  Franciscus or Franz 
  [24] 
  Fridebertus 
  [25] 
  Fridebraht 
  [26] 
  Fridericus or Friedrich 
  [27] 
  Gelfradus 
  [28] 
  Georg 
  [29] 
  Georgius or Gerbertus 
  [30] 
  Gerbotho 
  [31] 
  Gerhardus 
  [32] 
  Gerlacus or Gernandus 
  [33] 
  Giselberdus or Giso 
  [34] 
  Godesmannus or 
  Godscalcus 
  [35] 
  Gottfried or Gotwinus 
  [36] 
  Gunterus 
  
  P a g e  | 61 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [37] 
  Guntramus or Gunzelinus 
  [38] 
  Hapertus 
  [39] 
  Harpernus or Hartmannus 
  [40] 
  Hartmudus or Heidenrich 
  [41] 
  Heidolfus 
  [42] 
  Heinrich or Heinricus 
  [43] 
  Helfricus or Helwig 
  [44] 
  Hermann or Hermannus 
  [45] 
  Hertwicus 
  [46] 
  Hetzkinus or Hildebold 
  [47] 
  Hildebrandus or Hugo 
  [48] 
  Hupertus or Ivanus 
  [49] 
  Jacobus 
  [50] 
  Jakob or Jobst 
  [51] 
  Jofridus 
  [52] 
  Johannes or Jordan 
  [53] 
  Konrad 
  [54] 
  Ladislaus or Laurentius 
  [55] 
  Lentfridus or Leonardus 
  [56] 
  Lorenz 
  [57] 
  Ludewicus 
  [58] 
  Ludoldus or Luitfridus 
  [59] 
  Lupoldus 
  [60] 
  Luther 
  [61] 
  Lufridus or Markwart 
  [62] 
  Marquardus 
  [63] 
  Martin 
  [64] 
  Matthaus or Meffridus 
  [65] 
  Meinfridus 
  [66] 
  Meingotus or Meinhart 
  [67] 
  Mengotus 
  [68] 
  Merel or Michael 
  [69] 
  Michel or Nibelungus 
  [70] 
  Nidungus 
  [71] 
  Nikolaus or Ortolfus 
  [72] 
  Ortwinus or Otto 
  [73] 
  Paul 
  [74] 
  Paulus or Peter 
  [75] 
  Petrus or Philippus 
  [76] 
  Reinboldus 
  [77] 
  Reinholdus or Richolf 
  [78] 
  Ripertus 
  [79] 
  Roricus or Rubertus 
  [80] 
  Rudegerus 
  [81] 
  Rudolf or Rudolfus 
  [82] 
  Ruprecht or Ruthardus 
  [83] 
  Sibertus 
  [84] 
  Siboldus or Siboto 
  
  62 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [85] 
  Sibragtus or Siegfried 
  [86] 
  Sieghart or Silfridus 
  [87] 
  Sigenandus or Simon 
  [88] 
  Stephan or Stephanus 
  [89] 
  Swikerus or Thadeus 
  [90] 
  Theodericus 
  [91] 
  Ulmann or Ulrich 
  [92] 
  Ulricus or Walter 
  [93] 
  Wecelo 
  [94] 
  Werner or Wernerus 
  [95] 
  Widradus or Wigandus 
  [96] 
  Wikerus 
  [97] 
  Wilhelmus or Wintherus 
  [98] 
  Withekindus or Wittig 
  [99] 
  Wolf or Wolfgang 
  [00] 
  Wortwinus 
   
  End of Step 1.  After you have chosen a German first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the German family name table  
   
  ~ 
   
   
  
  P a g e  | 63 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
   
  2 - 1 - 6 
  MEDIEVAL ITALIAN NAMES 
   
  ~ 
   
  2 - 1 - 6 - 1 
  ITALIAN NAMES FOR FEMALE CHARACTERS 
  
  64 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Adelasia 
  [02] 
  Agnella 
  [03] 
  Agnese 
  [04] 
  Agnola 
  [05] 
  Alagia 
  [06] 
  Albiera 
  [07] 
  Alegreza 
  [08] 
  Alessandra 
  [09] 
  Amellina 
  [10] 
  Anastasia 
  [11] 
  Andrea or Andreuola 
  [12] 
  Angela 
  [13] 
  Antonia 
  [14] 
  Baccia 
  [15] 
  Bandecca 
  [16] 
  Bartola 
  [17] 
  Bartolomea 
  [18] 
  Belcolore 
  [19] 
  Bella 
  [20] 
  Belladonna 
  [21] 
  Bellaflore 
  [22] 
  Belle 
  [23] 
  Belloza 
  [24] 
  Bice 
  [25] 
  Bona 
  [26] 
  Buona 
  [27] 
  Catalina 
  [28] 
  Caterina 
  [29] 
  Chola 
  [30] 
  Cicilia 
  [31] 
  Ciecherella 
  [32] 
  Ciosa 
  [33] 
  Ciuta 
  [34] 
  Cristina 
  [35] 
  Dea 
  [36] 
  Diana 
  [37] 
  Dolce 
  [38] 
  Druda 
  [39] 
  Elizabeta 
  [40] 
  Elizbeth 
  [41] 
  Fiametta 
  [42] 
  Filippa 
  
  P a g e  | 65 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [43] 
  Fiora 
  [44] 
  Flora 
  [45] 
  Francesca 
  [46] 
  Gemma 
  [47] 
  Ghinga 
  [48] 
  Ghita 
  [49] 
  Gianetta 
  [50] 
  Gilia 
  [51] 
  Ginevra 
  [52] 
  Giovanna 
  [53] 
  Giuliana 
  [54] 
  Gostanza 
  [55] 
  Grana 
  [56] 
  Isabetta 
  [57] 
  Jacopa 
  [58] 
  Joanna 
  [59] 
  Lagia 
  [60] 
  Lapa 
  [61] 
  Lena 
  [62] 
  Leonarda 
  [63] 
  Letta 
  [64] 
  Lippa 
  [65] 
  Lisa 
  [66] 
  Lisabetta 
  [67] 
  Lorenza 
  [68] 
  Lucia 
  [69] 
  Lucrezia 
  [70] 
  Madalena 
  [71] 
  Magdalena or Margherita 
  [72] 
  Maria 
  [73] 
  Marsilia 
  [74] 
  Martinella 
  [75] 
  Masina 
  [76] 
  Mea 
  [77] 
  Mella 
  [78] 
  Nanna 
  [79] 
  Nencia 
  [80] 
  Nezetta 
  [81] 
  Nicolosa 
  [82] 
  Novella 
  [83] 
  Nucca 
  [84] 
  Pasqua 
  [85] 
  Paula 
  [86] 
  Pia 
  [87] 
  Piera 
  [88] 
  Rigarda 
  [89] 
  Riguardatta 
  [90] 
  Salvaza 
  
  66 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [91] 
  Sandra 
  [92] 
  Serena 
  [93] 
  Simona 
  [94] 
  Stella 
  [95] 
  Taddea 
  [96] 
  Tessa 
  [97] 
  Tita 
  [98] 
  Tomasia 
  [99] 
  Tommasa 
  [00] 
  Veronica  
   
  End of Step 1.  After you have chosen an Italian first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Italian family name table  
   
  ~ 
   
  2 - 1 - 6 - 2 
  ITALIAN NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Abandonatus or Abbate 
  [02] 
  Abramabene 
  [03] 
  Accattus 
  [04] 
  Albertus 
  [05] 
  Albiselius or Alexius 
  [06] 
  Alferius or Alfieri 
  [07] 
  Angiolerius or Angiolus 
  [08] 
  Angnellus or Arrus 
  [09] 
  Arzocchus or Ascianese 
  [10] 
  Assalitus or Astancollus 
  [11] 
  Astanova or Attanante 
  [12] 
  Attavianus or Avedutus 
  [13] 
  Avidutus or Baccione 
  [14] 
  Baccone or Baczolus 
  [15] 
  Barilis or Baroccius 
  [16] 
  Barone or Bellamuccius 
  
  P a g e  | 67 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [17] 
  Benevieni or Benincasa 
  [18] 
  Bennus or Benriviene 
  [19] 
  Bentaduce or Bentivegna 
  [20] 
  Bernardus or Bertalinus 
  [21] 
  Bertaloctus or Bertoldus 
  [22] 
  Biancus or Biccius 
  [23] 
  Biencivenne or Bosus 
  [24] 
  Bovellinus or Brasca 
  [25] 
  Brighinzone or Brocciardus 
  [26] 
  Brunaccius or Brunus 
  [27] 
  Bucellinus or Buenaff 
  [28] 
  Buonafidanza or Buonafides 
  [29] 
  Cagiolus or Calaffus 
  [30] 
  Calciscianus or Cannectus 
  [31] 
  Canonaccius or Capitinus 
  [32] 
  Capitone or Cappellus 
  [33] 
  Casanova or Cascetus 
  [34] 
  Casciscianus or Cascius 
  [35] 
  Castaldus or Castellanus 
  [36] 
  Constantinus or Conte 
  [37] 
  Contulinus or Corbinus 
  [38] 
  Corbizus or Cordenova 
  [39] 
  Cordinellus or Corsus 
  [40] 
  Dante or Fabianus 
  [41] 
  Falchimus or Falcone 
  [42] 
  Falconectus or Fantinus 
  [43] 
  Fascianus or Fede 
  [44] 
  Ferrante or Ferrectus 
  [45] 
  Ferro or Gaibene 
  [46] 
  Ganpiscianus or Garofanus 
  [47] 
  Garone or Garpinus 
  [48] 
  Gillione or Giollius 
  [49] 
  Gonfaniere or Gonnella 
  [50] 
  Gontolinus or Gostantius 
  [51] 
  Gottifredus or Gottolinus 
  [52] 
  Grancius or Granellus 
  [53] 
  Granus or Grassus 
  [54] 
  Gualganus or Guallaccha 
  [55] 
  Gualnerius or Gualterius 
  [56] 
  Gualteroctus or 
  Guastalacqua 
  [57] 
  Guelfus or Guermignone 
  [58] 
  Guerrerius or Guerriscius 
  [59] 
  Guido or Guinizius 
  [60] 
  Inghilese or Inghilesscus 
  [61] 
  Inghirramus or Intelminus 
  [62] 
  Lanbertuccius or Lanbertus 
  
  68 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [63] 
  Lixandrinus or Lonbardus 
  [64] 
  Maringnanus or Marinus 
  [65] 
  Marius or Martellus 
  [66] 
  Martinus or Marus 
  [67] 
  Marzaccus or Morellinus 
  [68] 
  Morellus or Navanzatus 
  [69] 
  Nazarius or Nectolus 
  [70] 
  Noccus or Noctus 
  [71] 
  Octinellus or Oddus 
  [72] 
  Odimondus or Orlandinus 
  [73] 
  Orlanduccius or Orlandus 
  [74] 
  Ormanninus or Ormannus 
  [75] 
  Passamonte or Passavante 
  [76] 
  Patus or Paulus 
  [77] 
  Pavese or Pedone 
  [78] 
  Pegoloctus or Picchius 
  [79] 
  Pieriaitus or Proficatus 
  [80] 
  Provencialis or Rabitus 
  [81] 
  Raffaldus or Raimondus 
  [82] 
  Rainaldus or Rainone 
  [83] 
  Ramondinus or Ranerius 
  [84] 
  Ranucci or Ranuccinus 
  [85] 
  Riparius or Ritornatus 
  [86] 
  Rubertinus or Rubertus 
  [87] 
  Rubeus or Ruffaldus 
  [88] 
  Saracinus or Scottus 
  [89] 
  Segardus or Seretinus 
  [90] 
  Servodeus or Spalliagranus 
  [91] 
  Spalliatus or Stiephanus 
  [92] 
  Stranbus or Stregiaporcus 
  [93] 
  Strenna or Talentus 
  [94] 
  Talliaferro or Tomascius 
  [95] 
  Tomasius or Ubaldus 
  [96] 
  Ubertellus or Useppus 
  [97] 
  Vaccarius or Valentinus 
  [98] 
  Vivianus or Vivolus 
  [99] 
  Zaparius or Zappacus 
  [00] 
  Zuccarus 
   
  End of Step 1.  After you have chosen an Italian first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Italian family name table  
   
  
  P a g e  | 69 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  ~ 
   
  2 - 1 - 7 
  MEDIEVAL NORSE AND SCANDINAVIAN NAMES 
   
   
   
  Dwarven and “northern” names as provided here are primarily Norse and 
  Scandinavian.  After all, if it’s good enough for Tolkien, it’s good enough for an old school 
  fantasy campaign!  Beyond dwarves these names can also be used for Nordic and Viking 
  characters of other races, particularly humans. 
   
  
  70 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  ~ 
   
  2 - 1 - 7 - 1 
  NORSE AND SCANDINAVIAN NAMES FOR 
  FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aile 
  [02] 
  Alivia 
  [03] 
  Almir 
  [04] 
  Arnbjorg 
  [05] 
  Arnora 
  [06] 
  Asa 
  [07] 
  Asdis 
  [08] 
  Aslaug 
  [09] 
  Asta 
  [10] 
  Astrid 
  [11] 
  Astridir 
  [12] 
  Aud 
  [13] 
  Audhild 
  [14] 
  Audrhildr 
  [15] 
  Bergljot 
  [16] 
  Brigitta 
  [17] 
  Borghildir 
  [18] 
  Bothildir 
  [19] 
  Brynja 
  [20] 
  Dagmaer 
  [21] 
  Dagrun 
  [22] 
  Eir 
  [23] 
  Eydis 
  [24] 
  Eyvindir 
  [25] 
  Fastvi 
  [26] 
  Frea 
  [27] 
  Freja 
  [28] 
  Freydis 
  [29] 
  Githa 
  [30] 
  Grid 
  [31] 
  Grimhild 
  [32] 
  Groa 
  [33] 
  Gudlaug 
  [34] 
  Gudrid 
  
  P a g e  | 71 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [35] 
  Gudrun 
  [36] 
  Gunborga 
  [37] 
  Gunhild 
  [38] 
  Halldis 
  [39] 
  Hallfrid 
  [40] 
  Halveig 
  [41] 
  Heidrun 
  [42] 
  Hekja 
  [43] 
  Helge 
  [44] 
  Hertha 
  [45] 
  Hlif 
  [46] 
  Hulda 
  [47] 
  Idunn 
  [48] 
  Inge 
  [49] 
  Ingrid 
  [50] 
  Ingridir 
  [51] 
  Jorun 
  [52] 
  Jorunn 
  [53] 
  Kolfinna 
  [54] 
  Kolgrima 
  [55] 
  Kori 
  [56] 
  Laila 
  [57] 
  Magnhildir 
  [58] 
  Nanna 
  [59] 
  Odindisa 
  [60] 
  Olga 
  [61] 
  Olya 
  [62] 
  Oydis 
  [63] 
  Pirjo 
  [64] 
  Pritta 
  [65] 
  Ragna 
  [66] 
  Ragnhild 
  [67] 
  Rjupa 
  [68] 
  Runa 
  [69] 
  Saga 
  [70] 
  Sif 
  [71] 
  Sigrid 
  [72] 
  Sigrun 
  [73] 
  Siiri 
  [74] 
  Skadi 
  [75] 
  Skuld 
  [76] 
  Solvi 
  [77] 
  Svenja 
  [78] 
  Sylvi 
  [79] 
  Thjodhild 
  [80] 
  Thora 
  [81] 
  Thorbjorg 
  [82] 
  Thorgerd 
  
  72 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [83] 
  Thorgunna 
  [84] 
  Thorunn 
  [85] 
  Thurid 
  [86] 
  Thyra 
  [87] 
  Thyre 
  [88] 
  Tofa 
  [89] 
  Tola 
  [90] 
  Tordis 
  [91] 
  Torhild 
  [92] 
  Tova 
  [93] 
  Tove 
  [94] 
  Tuva 
  [95] 
  Unnir 
  [96] 
  Urdir 
  [97] 
  Valdis 
  [98] 
  Viborg 
  [99] 
  Vigdis 
  [00] 
  Yngvild or Yngvildir 
   
  End of Step 1.  After you have chosen a Norse / Scandinavian first name, you can select 
  one of these links to skip the other name chapters, and to continue on to Step 2, 
  selecting a family name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Norse / Scandinavian family 
  name table  
   
  ~ 
   
  2 - 1 - 7 - 2 
  NORSE AND SCANDINAVIAN NAMES FOR 
  MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aghi 
  [02] 
  Agmundur 
  [03] 
  Ake 
  [04] 
  Aki or Alvis 
  
  P a g e  | 73 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [05] 
  Andor 
  [06] 
  Anwend or Ari 
  [07] 
  Aric or Arne 
  [08] 
  Asbjorn or Asgot 
  [09] 
  Askur 
  [10] 
  Aslak 
  [11] 
  Asmundur 
  [12] 
  Asvald or Asvaldur 
  [13] 
  Baldur 
  [14] 
  Bard 
  [15] 
  Bardur 
  [16] 
  Birgir or Bjartur 
  [17] 
  Bjorn 
  [18] 
  Brand or Brandr 
  [19] 
  Brynjar 
  [20] 
  Bui 
  [21] 
  Cnut or Dagur 
  [22] 
  Egil or Einar 
  [23] 
  Einarr or Eirik 
  [24] 
  Eirikur 
  [25] 
  Ejulf or Erik 
  [26] 
  Eyjolf 
  [27] 
  Finnbogi 
  [28] 
  Floki 
  [29] 
  Freyr or Fridrek 
  [30] 
  Frobjorn or Frodur 
  [31] 
  Gamli or Gandur 
  [32] 
  Gardi or Gautstafur 
  [33] 
  Geirr 
  [34] 
  Geirstein or Gosta 
  [35] 
  Gudmund or Gudmundur 
  [36] 
  Gulbrandur 
  [37] 
  Gunnbjorn 
  [38] 
  Gunnvor 
  [39] 
  Haakon or Hafgrim 
  [40] 
  Hakon 
  [41] 
  Haldor or Hallad 
  [42] 
  Hallur or Halvar 
  [43] 
  Harald or Havardur 
  [44] 
  Hemingur 
  [45] 
  Herjolf or Hjalmar 
  [46] 
  Holmgeirr 
  [47] 
  Hove 
  [48] 
  Hroaldur or Hrolf 
  [49] 
  Hrollaug 
  [50] 
  Hugleikur 
  [51] 
  Ingimarr 
  [52] 
  Ingjald or Ingolf 
  
  74 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [53] 
  Ingolfur or Isleif 
  [54] 
  Ivar or Ivor 
  [55] 
  Jarl 
  [56] 
  Keld or Ketil 
  [57] 
  Kjallakr 
  [58] 
  Kjeld or Kjell 
  [59] 
  Knud 
  [60] 
  Kolbjorn 
  [61] 
  Leif 
  [62] 
  Njal or Njall 
  [63] 
  Njordur 
  [64] 
  Oden or Olaf 
  [65] 
  Olafur 
  [66] 
  Olav 
  [67] 
  Olov 
  [68] 
  Orlendur 
  [69] 
  Orm or Orvar 
  [70] 
  Osvaldur 
  [71] 
  Ragnar 
  [72] 
  Rolf 
  [73] 
  Rune or Runolf 
  [74] 
  Samr 
  [75] 
  Sigurd 
  [76] 
  Sindri 
  [77] 
  Snorri or Solvi 
  [78] 
  Steinn 
  [79] 
  Stigandur 
  [80] 
  Stigur 
  [81] 
  Styr 
  [82] 
  Svein 
  [83] 
  Svend 
  [84] 
  Sverrir 
  [85] 
  Tallak 
  [86] 
  Thorbjorn 
  [87] 
  Thorbrand 
  [88] 
  Thore 
  [89] 
  Thorgeir or Thorlak 
  [90] 
  Thormod 
  [91] 
  Thorvald or Thorvaldur 
  [92] 
  Torgeir 
  [93] 
  Tyr 
  [94] 
  Tyrkir or Ulf 
  [95] 
  Ulfur 
  [96] 
  Valthjof or Vidarr 
  [97] 
  Vikingur 
  [98] 
  Wulf 
  [99] 
  Wulfstan 
  [00] 
  Yngvarr 
  
  P a g e  | 75 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  End of Step 1.  After you have chosen a Norse / Scandinavian first name, you can select 
  one of these links to skip the other name chapters, and to continue on to Step 2, 
  selecting a family name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Norse / Scandinavian family 
  name table  
   
  ~ 
   
  2 - 1 - 8 
  MEDIEVAL GAELIC NAMES 
   
  Dwarven and “northern” names as provided here are primarily Norse and 
  Scandinavian.  After all, if it’s good enough for Tolkien, it’s good enough for an old school 
  fantasy campaign!  Beyond dwarves these names can also be used for Nordic and Viking 
  characters of other races, particularly humans. 
   
  ~ 
   
  2 - 1 - 8 - 1 
  GAELIC NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Ablach 
  [02] 
  Affraic 
  [03] 
  Aibinn 
  [04] 
  Aileann 
  [05] 
  Ailionora 
  [06] 
  Aroc 
  [07] 
  Barrdub or Barrfind 
  [08] 
  Beafail 
  [09] 
  Beathag 
  [10] 
  Bebinn 
  
  76 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [11] 
  Ben Laigen 
  [12] 
  Ben Muman 
  [13] 
  Borgach 
  [14] 
  Brianag 
  [15] 
  Brighde 
  [16] 
  Cainnech 
  [17] 
  Caintigern 
  [18] 
  Caissene 
  [19] 
  Caiterina 
  [20] 
  Caitir 
  [21] 
  Caoimhe 
  [22] 
  Caointiorn 
  [23] 
  Ceana 
  [24] 
  Ceanag 
  [25] 
  Cecily 
  [26] 
  Cellach or Coblaith 
  [27] 
  Crinoc 
  [28] 
  Dearbhail 
  [29] 
  Dearshul 
  [30] 
  Derbail 
  [31] 
  Dianaim 
  [32] 
  Doileag 
  [33] 
  Doirend 
  [34] 
  Dolidh 
  [35] 
  Dub Essa 
  [36] 
  Dub Lemna 
  [37] 
  Dubchoblaig 
  [38] 
  Dubgilla 
  [39] 
  Dunlaith 
  [40] 
  Eamhhair 
  [41] 
  Echard 
  [42] 
  Eimhir 
  [43] 
  Eithne 
  [44] 
  Etain 
  [45] 
  Failenn 
  [46] 
  Fine or Finnecht 
  [47] 
  Fionnaghal 
  [48] 
  Fionnghuala 
  [49] 
  Flann 
  [50] 
  Forbflaith 
  [51] 
  Garb 
  [52] 
  Geraldine 
  [53] 
  Gerroc 
  [54] 
  Gormal 
  [55] 
  Gormlaith 
  [56] 
  Grainne 
  [57] 
  Greudach 
  [58] 
  Latharna 
  
  P a g e  | 77 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [59] 
  Lerben 
  [60] 
  Ligach 
  [61] 
  Mael Muire 
  [62] 
  Maire 
  [63] 
  Malamhin 
  [64] 
  Malmhin 
  [65] 
  Margreg 
  [66] 
  Martha 
  [67] 
  Meadhbh 
  [68] 
  Mor 
  [69] 
  Morag 
  [70] 
  Mordag 
  [71] 
  Muireall 
  [72] 
  Muirenn 
  [73] 
  Muirgel 
  [74] 
  Muirne 
  [75] 
  Narbflaith 
  [76] 
  Nuala 
  [77] 
  Oighrig 
  [78] 
  Orlaith 
  [79] 
  Ornat 
  [80] 
  Ragnailt 
  [81] 
  Rois 
  [82] 
  Ros 
  [83] 
  Sadb 
  [84] 
  Searlaid 
  [85] 
  Setach 
  [86] 
  Sidheag 
  [87] 
  Sileas 
  [88] 
  Sithmaith 
  [89] 
  Slaine 
  [90] 
  Slainidh 
  [91] 
  Slainte 
  [92] 
  Sorcha 
  [93] 
  Suaibsech 
  [94] 
  Tailefhlaith 
  [95] 
  Tailltiu 
  [96] 
  Tearlag 
  [97] 
  Temair 
  [98] 
  Tuathflaith 
  [99] 
  Uallach 
  [00] 
  Una 
   
   
   
  
  78 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
   
  End of Step 1.  After you have chosen a Gaelic first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Gaelic family name table  
   
  ~ 
   
  2 - 1 - 8 - 2 
  GAELIC NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  
  P a g e  | 79 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [01] 
  Abel 
  [02] 
  Adomnan 
  [03] 
  Aed or Aedgen 
  [04] 
  Ailde or Ailean 
  [05] 
  Aileran or Ailill 
  [06] 
  Ainmere or Airard 
  [07] 
  Airbertach or Airril 
  [08] 
  Anfudan or Angaidh 
  [09] 
  Aoidhean or Aonghas 
  [10] 
  Artagan or Artair 
  [11] 
  Baethgalach or Baethine 
  [12] 
  Baodan or Baoithein 
  [13] 
  Beathan or Beisdean 
  [14] 
  Beollan or Blar 
  [15] 
  Blathan or Boisil 
  [16] 
  Breannan or Bresal 
  [17] 
  Cairbre 
  [18] 
  Caireall or Caoilte 
  [19] 
  Caorall or Carmag 
  [20] 
  Catan or Ceallach 
  [21] 
  Cellachan or Cenn 
  [22] 
  Cennetig or Cerball 
  [23] 
  Cernach or Cian 
  [24] 
  Ciaran or Cinaed 
  [25] 
  Cobthach or Comhall 
  [26] 
  Comhan or Conaing 
  [27] 
  Conall or Corcc 
  [28] 
  Cormac or Cormacan 
  [29] 
  Cormag or Crinan 
  [30] 
  Cu Dub or Cu Luachra 
  [31] 
  Cu Mara or Cu Roi 
  [32] 
  Cuan or Cuilen 
  [33] 
  Cuirealan or Diarmait 
  [34] 
  Dicuill or Diglach 
  [35] 
  Dinertach or Domhnallan 
  [36] 
  Domnall 
  [37] 
  Donaidh or Donnach 
  [38] 
  Donnchadh or Donnchaidh 
  [39] 
  Dubhagan or Dubhshith 
  [40] 
  Dughlas or Duibhne 
  [41] 
  Eachainn or Eachann 
  [42] 
  Eacharn or Eadan 
  [43] 
  Earc or Earnan 
  [44] 
  Eochagan or Eochaid 
  [45] 
  Eoghanan or Eoghann 
  [46] 
  Eoran or Erennach 
  [47] 
  Failbhe or Failge 
  [48] 
  Faolagan or Faolan 
  
  80 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [49] 
  Fearghas or Fechtnach 
  [50] 
  Feradach or Ferchertne 
  [51] 
  Finghin or Fingin 
  [52] 
  Finguine or Finnchad 
  [53] 
  Finnchu or Finnean 
  [54] 
  Fionnchan or Fionnghal 
  [55] 
  Fionntan or Flaithbertach 
  [56] 
  Flaithem or Flaithri 
  [57] 
  Forbassach or Fotadh 
  [58] 
  Fothad or Friseal 
  [59] 
  Garbhan or Gebennach 
  [60] 
  Gerald or Geralt 
  [61] 
  Gilleasbaig or Gilleasp 
  [62] 
  Glassan or Gormal 
  [63] 
  Gorman or Gormgilla 
  [64] 
  Indrechtach or Iurnan 
  [65] 
  Labraid or Lachaidh 
  [66] 
  Lachann or Lachlainn 
  [67] 
  Laise or Latharn 
  [68] 
  Lennan or Liber 
  [69] 
  Macrath 
  [70] 
  Madabh or Manachan 
  [71] 
  Maoilios or Moireach 
  [72] 
  Morand 
  [73] 
  Morrann or Mugron 
  [74] 
  Muireachan or Muiredach 
  [75] 
  Murchard or Murchadh 
  [76] 
  Neachdainn or Neas 
  [77] 
  Niallghas or Nicholas 
  [78] 
  Odar 
  [79] 
  Odhran or Oissene 
  [80] 
  Olchobar or Olibhear 
  [81] 
  Onchu or Paitin 
  [82] 
  Petran or Rechtabra 
  [83] 
  Rigbarddan or Robartach 
  [84] 
  Rodachan 
  [85] 
  Ruarachan or Ruissine 
  [86] 
  Scandlan or Scotaidh 
  [87] 
  Senchan or Siacas 
  [88] 
  Sleimhne or Solas 
  [89] 
  Tadc or Tairdelbach 
  [90] 
  Tanaide 
  [91] 
  Taog 
  [92] 
  Tearlach 
  [93] 
  Tearlaidh 
  [94] 
  Tigernan 
  [95] 
  Tipraite or Tomag 
  [96] 
  Tomas 
  
  P a g e  | 81 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [97] 
  Uaithne 
  [98] 
  Uallas 
  [99] 
  Ualraig 
  [00] 
  Uillec 
   
  End of Step 1.  After you have chosen a Gaelic first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Gaelic family name table  
   
  ~ 
   
  2 - 1 - 9 
  LATINIZED SWISS NAMES 
   
  These names — reflecting Swiss history with a strong Roman and Latin influence — 
  tend to have a noble oddity to them, which (in my opinion) makes them worthwhile for 
  gnomes, intellectuals, dimensional travelers from beyond, steampunk-inspired 
  characters, and so forth. 
   
  ~ 
   
  2 - 1 - 9 - 1 
  LATINIZED SWISS NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Agenxona 
  [02] 
  Agna 
  [03] 
  Agnes 
  [04] 
  Aldessa 
  [05] 
  Alesia 
  [06] 
  Alixia 
  [07] 
  Amadea 
  [08] 
  Anillia 
  
  82 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [09] 
  Anserma 
  [10] 
  Ansermoda 
  [11] 
  Anthonia 
  [12] 
  Ardigia 
  [13] 
  Aymoneta 
  [14] 
  Azonia 
  [15] 
  Bacinoda 
  [16] 
  Barbilia 
  [17] 
  Bartholomea 
  [18] 
  Bastiana 
  [19] 
  Beatrisia 
  [20] 
  Bellona 
  [21] 
  Benedicta 
  [22] 
  Berthoda 
  [23] 
  Binfa 
  [24] 
  Blanchia 
  [25] 
  Caterina 
  [26] 
  Chrispina 
  [27] 
  Claudia 
  [28] 
  Colleta 
  [29] 
  Cristina 
  [30] 
  Desideria 
  [31] 
  Dinysia 
  [32] 
  Egidia 
  [33] 
  Eligia 
  [34] 
  Francisca 
  [35] 
  Francza 
  [36] 
  Galtheria 
  [37] 
  Girarda 
  [38] 
  Girolda 
  [39] 
  Glaudia 
  [40] 
  Gotefreda 
  [41] 
  Greda or Guillerma 
  [42] 
  Henrioda 
  [43] 
  Hudria 
  [44] 
  Hudrica 
  [45] 
  Hugoneta 
  [46] 
  Hugueta 
  [47] 
  Humberta 
  [48] 
  Jacoba 
  [49] 
  Jacqueta 
  [50] 
  Jana 
  [51] 
  Jaquemeta 
  [52] 
  Jaqueta 
  [53] 
  Jeneta 
  [54] 
  Johanneta 
  [55] 
  Joria 
  [56] 
  Leonetta 
  
  P a g e  | 83 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [57] 
  Ludovica 
  [58] 
  Mabilia 
  [59] 
  Markisia 
  [60] 
  Martina 
  [61] 
  Martinoda 
  [62] 
  Mathioda 
  [63] 
  Mauricia 
  [64] 
  Maurisia 
  [65] 
  Meremtia 
  [66] 
  Mermeta 
  [67] 
  Michoda 
  [68] 
  Murisoda 
  [69] 
  Nantermia 
  [70] 
  Nycholeta 
  [71] 
  Nycodia 
  [72] 
  Nycola 
  [73] 
  Nycoleta or Nycolinia 
  [74] 
  Octhete 
  [75] 
  Parisia 
  [76] 
  Pedrisia 
  [77] 
  Peronnetta 
  [78] 
  Perreta 
  [79] 
  Perrina 
  [80] 
  Perrona 
  [81] 
  Perroneta 
  [82] 
  Petermandia 
  [83] 
  Petra 
  [84] 
  Reymunda 
  [85] 
  Rodulpha 
  [86] 
  Roleta 
  [87] 
  Salomea 
  [88] 
  Sincillia or Stephaneta 
  [89] 
  Stephansia 
  [90] 
  Stevina 
  [91] 
  Termoda 
  [92] 
  Trina 
  [93] 
  Udrieta 
  [94] 
  Uldricia 
  [95] 
  Vioneta 
  [96] 
  Vuillerma 
  [97] 
  Wiberta 
  [98] 
  Yanina 
  [99] 
  Ypolita 
  [00] 
  Ysabella 
   
  
  84 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  End of Step 1.  After you have chosen a Latinized Swiss first name, you can select one 
  of these links to skip the other name chapters, and to continue on to Step 2, selecting a 
  family name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Latinized Swiss family name 
  table  
   
  ~ 
   
  2 - 1 - 9 - 2 
  LATINIZED SWISS NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Agenxonus 
  [02] 
  Agnus 
  [03] 
  Aldessus 
  [04] 
  Alesius 
  [05] 
  Alixius 
  [06] 
  Amadeus 
  [07] 
  Anillius 
  [08] 
  Ansermodus 
  [09] 
  Ansermus 
  [10] 
  Anthonius 
  [11] 
  Ardigus 
  [12] 
  Aymonetus 
  [13] 
  Azonus 
  [14] 
  Bacinodus 
  [15] 
  Barbilius 
  [16] 
  Bartholomeus 
  [17] 
  Bastianus 
  [18] 
  Bellonus 
  [19] 
  Benedictus 
  [20] 
  Berthodus 
  [21] 
  Blanchius 
  [22] 
  Caterinus 
  [23] 
  Claudius 
  [24] 
  Coletus 
  [25] 
  Colletus 
  [26] 
  Cristinus 
  
  P a g e  | 85 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [27] 
  Desiderius 
  [28] 
  Dinysus 
  [29] 
  Egidius 
  [30] 
  Eligius 
  [31] 
  Franciscus 
  [32] 
  Galtherius 
  [33] 
  Girardus 
  [34] 
  Giroldus 
  [35] 
  Glaudius 
  [36] 
  Gotefredus 
  [37] 
  Guillermus 
  [38] 
  Heneglinus 
  [39] 
  Henricus 
  [40] 
  Henriodus 
  [41] 
  Hudricus 
  [42] 
  Hugonetus 
  [43] 
  Huguetus 
  [44] 
  Humbertus 
  [45] 
  Jacobus 
  [46] 
  Jacquetus 
  [47] 
  Janus 
  [48] 
  Jaquemetus 
  [49] 
  Jaquetus 
  [50] 
  Johannodus 
  [51] 
  Jorius 
  [52] 
  Leonettus 
  [53] 
  Ludovicus 
  [54] 
  Mabilius 
  [55] 
  Markisius 
  [56] 
  Martinodus 
  [57] 
  Martinus 
  [58] 
  Matheus 
  [59] 
  Mathiodus 
  [60] 
  Mauricius 
  [61] 
  Maurisius 
  [62] 
  Mermetus 
  [63] 
  Mermodus 
  [64] 
  Michodus 
  [65] 
  Murisodus 
  [66] 
  Nantermus 
  [67] 
  Nycholetus 
  [68] 
  Nycodus 
  [69] 
  Nycoletus 
  [70] 
  Nycolus 
  [71] 
  Octhetus 
  [72] 
  Parisius 
  [73] 
  Pedrisius 
  [74] 
  Perretus 
  
  86 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [75] 
  Perrinus 
  [76] 
  Perrodus 
  [77] 
  Perronetus 
  [78] 
  Perronus 
  [79] 
  Petermandus 
  [80] 
  Petrus 
  [81] 
  Reymundus 
  [82] 
  Rodulphus 
  [83] 
  Roletus 
  [84] 
  Sincillius 
  [85] 
  Stephansus 
  [86] 
  Stephanus 
  [87] 
  Stevinus 
  [88] 
  Termodus 
  [89] 
  Theobaldus 
  [90] 
  Theodulus 
  [91] 
  Udrietus 
  [92] 
  Uldricus 
  [93] 
  Vionetus 
  [94] 
  Vuillermus 
  [95] 
  Walterus 
  [96] 
  Wibertus 
  [97-98] 
  Yaninus 
  [99-00] 
  Ypolitus 
  [99] 
  Ypolita 
  [00] 
  Ysabella 
   
  End of Step 1.  After you have chosen a Latinized Swiss first name, you can select one 
  of these links to skip the other name chapters, and to continue on to Step 2, selecting a 
  family name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Latinized Swiss family name 
  table  
   
  ~ 
   
   
  
  P a g e  | 87 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
   
  2 - 1 - 10 
  GUTTURAL ORCISH NAMES 
   
  Orcish names, lacking a coherent mythic foundation, are here chiefly derived from 
  the “Black Tongue” and split into two pieces.  For example, random rolls resulting in 
  (table 1) “Akh-“ and (table 2) “-lom” give the orcish name “Akhlom.”  You can also use 
  hyphenation, apostrophes, spacing, or respelling as appropriate to turn the name into 
  something a bit different:  Akh-lom, Akh Kha’lom, and so forth. 
  (By the way, in deriving these bits of the orcish Black Tongue from linguistic history 
  I may — or may not — have been partly inspired by the extensive writings of a certain 
  20th-century professorial fantasist, whose estate tends to be rather litigious beyond the 
  means of reason.  Who knows?) 
  
  88 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  If you as the GM are feeling especially ambitious, you can come up with appropriately 
  orcish definitions for each of these of name fragments; perhaps for example “akh” means 
  “gore” and “lom” means “cleaver.”  Whether you want to detail humanoids in your 
  campaign to this degree is entirely up to you. 
   
  ~ 
   
  2 - 1 - 10 - 1 
  ORCISH NAMES FOR FEMALE CHARACTERS 
   
  Uniquely among names, there are no names which are solely feminine and also solely 
  orcish.  When naming female half-orcs, please use the male half-orc naming system 
  (immediately following hereafter), and then roll on the table below to determine which 
  final name fragment you should add to the name. 
   
   [01-13] 
  -a 
  [14-26] 
  -ai 
  [27-38] 
  -ara 
  [39-51] 
  -ga 
  [52-63] 
  -hai 
  [64-75] 
  -shra 
   
  Continuing the prior example, if I roll d100 and use the name “Akhlom” for a female 
  half-orc, her feminized orcish name then becomes “Akhlomai.” 
   
  End of Step 1.  After you have chosen an Orcish / Tribal first name, you can select one 
  of these links to skip the other name chapters, and to continue on to Step 2, selecting a 
  family name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Orcish / Tribal family name 
  table  
   
  ~ 
   
  2 - 1 - 10 - 2 
  
  P a g e  | 89 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  ORCISH NAMES FOR MALE CHARACTERS 
   
  To create an orcish name for a male half-orc character, roll once on table 1 and once 
  on table 2, then combine the names together.  Feel free to leave the hyphenation if it looks 
  better. 
  You can even reverse the framents if you like; for example, if the name Grish-dush 
  looks too silly to you but Du Sh’grish works a little better, go with that.  The sounds are 
  interchangeable to a moderate degree with a bit of tinkering. 
  
  Orcish Name Table 1:  Initial Fragment 
   
  [01-03] 
  Akh- 
  [04-06] 
  Az- 
  [10-12] 
  Bas- 
  [13-15] 
  Bol- 
  [16-18] 
  Brol- 
  [19-21] 
  Dra- 
  [22-24] 
  Fol- 
  [25-27] 
  Gol- 
  [28-30] 
  Gor- 
  [31-33] 
  Grish- 
  [34-36] 
  Hra- 
  [37-39] 
  Ikh- 
  [40-42] 
  Jol- 
  [43-45] 
  Kol- 
  [46-48] 
  Lag- 
  [49-51] 
  Lug- 
  [52-54] 
  Mau- 
  [55-57] 
  Muz- 
  [58-60] 
  Nrath- 
  [61-63] 
  Orco- 
  [64-66] 
  Orth- 
  [67-69] 
  Oth- 
  [70-72] 
  Rad- 
  [73-75] 
  Orth- 
  [67-69] 
  Oth- 
  [70-72] 
  Rad- 
  [73-75] 
  Shag- 
  [76-78] 
  Snag- 
  [79-81] 
  Tor- 
  [82-84] 
  Uft- 
  [85-87] 
  Ug- 
  [88-90] 
  Vrakh- 
  
  90 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [91-93] 
  War- 
  [94-96] 
  Xol- 
  [97-98] 
  Yath- 
  [99-00] 
  Zolg- 
  
  Orcish Name Table 1:  Ending Fragment 
   
  [01-03] 
  -ag 
  [05-08] 
  -bag(h) 
  [09-12] 
  -bal 
  [13-16] 
  -bog or –bug 
  [17-20] 
  -bul 
  [21-24] 
  -dag or -dog 
  [25-28] 
  -duf 
  [29-32] 
  -dush 
  [33-36] 
  -gash 
  [37-40] 
  -gol 
  [41-44] 
  -hak 
  [48-48] 
  -hul or –hur 
  [49-52] 
  -iak 
  [53-56] 
  -imbul 
  [57-60] 
  -lom 
  [61-64] 
  -lor 
  [65-68] 
  -luk 
  [69-72] 
  -meg or –mug 
  [73-76] 
  -nakh 
  [77-80] 
  -og 
  [81-84] 
  -rat 
  [85-88] 
  -rath 
  [89-92] 
  -rod 
  [93-96] 
  -shol 
  [97-98] 
  -ung 
  [99-00] 
  -zol or -zul 
   
  End of Step 1.  After you have chosen an Orcish / Tribal first name, you can select one 
  of these links to skip the other name chapters, and to continue on to Step 2, selecting a 
  family name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Orcish / Tribal family name 
  table  
   
  ~ 
  
  P a g e  | 91 
   
   
   
   
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  2 - 1 - 11 
  PASTORAL AND TRADITIONAL SHIRE NAMES 
   
  Similar to the orcish Black Tongue, a fair amount of these names might have been 
  partly inspired by a certain race of hairy-footed burglaring ankle-biters who smoke a lot, 
  eat more, and tend to dwell in tidy, round-doored subterranean domiciles.  Or not. 
  A few of the names have also been derived from pastoral fairy tales, and a bit of early 
  20th century fantasy as well.  These worthy appellations run the gamut from quaint, to 
  charming, to fairly silly.  I hope you enjoy them. 
   
  ~ 
   
  2 - 1 - 11 - 1 
  PASTORAL NAMES FOR FEMALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Adaldri 
  [02] 
  Adaldrida 
  [03] 
  Adamanta 
  [04] 
  Adamante 
  [05] 
  Amara 
  [06] 
  Amaranth 
  [07] 
  Angelica 
  [08] 
  Asphodel 
  [09] 
  Belba 
  [10] 
  Belbanthe 
  [11] 
  Bell 
  [12] 
  Bella 
  [13] 
  Belladonna 
  [14] 
  Beryl 
  [15] 
  Berylla 
  [16] 
  Bimbra 
  [17] 
  Bimbrathe 
  [18] 
  Camellia 
  [19] 
  Cammeline 
  [20] 
  Celande 
  
  92 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [21] 
  Celandine 
  [22] 
  Chira 
  [23] 
  Chiralle 
  [24] 
  Cora 
  [25] 
  Coraline 
  [26] 
  Diaman 
  [27] 
  Diamonde 
  [28] 
  Donnamir 
  [29] 
  Donnamira 
  [30] 
  Dora 
  [31] 
  Doraline 
  [32] 
  Eglante 
  [33] 
  Eglantine 
  [34] 
  Elea 
  [35] 
  Eleanor 
  [36] 
  Esmeralda 
  [37] 
  Esmerelda 
  [38] 
  Estella 
  [39] 
  Firi 
  [40] 
  Firiel 
  [41] 
  Frida 
  [42] 
  Fride 
  [43] 
  Froda 
  [44] 
  Frodala 
  [45] 
  Golde 
  [46] 
  Goldelocks 
  [47] 
  Hanna 
  [48] 
  Hannahilde 
  [49] 
  Hilda 
  [50] 
  Hildegarde 
  [51] 
  Lilia 
  [52] 
  Lily 
  [53] 
  Linde 
  [54] 
  Lobelia 
  [55] 
  Malva 
  [56] 
  Malvine 
  [57] 
  Mareth 
  [58] 
  Marigold 
  [59] 
  May 
  [60] 
  Maya 
  [61] 
  Melile 
  [62] 
  Melilot 
  [63] 
  Menegilda 
  [64] 
  Menegilde 
  [65] 
  Mentha 
  [66] 
  Menthe 
  [67] 
  Mimora 
  [68] 
  Mirabella 
  
  P a g e  | 93 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [69] 
  Mirabelle 
  [70] 
  Myrtle 
  [71] 
  Nina 
  [72] 
  Panse 
  [73] 
  Pearla 
  [74] 
  Peony 
  [75] 
  Pervinca 
  [76] 
  Pimpernel 
  [77] 
  Poppy 
  [78] 
  Primrose 
  [79] 
  Prima 
  [80] 
  Primula 
  [81] 
  Prisca 
  [82] 
  Priscilaa 
  [83] 
  Rosa 
  [84] 
  Rosamund 
  [85] 
  Rosamunda 
  [86] 
  Rose 
  [87] 
  Rowan 
  [88] 
  Rubina 
  [89] 
  Ruby 
  [90] 
  Salvia 
  [91] 
  Salviana 
  [92] 
  Tanta 
  [93-94] 
  Tante 
  [95-96] 
  Willow 
  [97-98] 
  Willowbrook 
  [99-00] 
  Willowind 
   
  End of Step 1.  After you have chosen a Pastoral first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Pastoral family name table  
   
  ~ 
   
  2 - 1 - 11 - 2 
  PASTORAL NAMES FOR MALE CHARACTERS 
   
  Roll 1d100, and refer to the following table: 
  
  94 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  [01] 
  Adalgrim 
  [02] 
  Adelard 
  [03] 
  Andwise 
  [04] 
  Balbo 
  [05] 
  Bandobras 
  [06] 
  Belgo 
  [07] 
  Berilac or Bilbo 
  [08] 
  Bodo or Boffo 
  [09] 
  Bowman 
  [10] 
  Bruno 
  [11] 
  Bulbon 
  [12] 
  Bumbo or Bungo 
  [13] 
  Danand 
  [14] 
  Deagol or Dinodas 
  [15] 
  Doderick 
  [16] 
  Drago 
  [17] 
  Drogo 
  [18] 
  Dulm 
  [19] 
  Erling 
  [20] 
  Everard 
  [21] 
  Falco 
  [22] 
  Fastolph 
  [23] 
  Fastren 
  [24] 
  Ferdibrand 
  [25] 
  Ferdinand 
  [26] 
  Ferdon 
  [27] 
  Ferumbras 
  [28] 
  Filibert 
  [29] 
  Flambard 
  [30] 
  Folco 
  [31] 
  Fosco 
  [32] 
  Fredegar 
  [33] 
  Frodo 
  [34] 
  Gaffen 
  [35] 
  Gerontius 
  [36] 
  Gorbadoc 
  [37] 
  Gorbulas 
  [38] 
  Gorhen 
  [39] 
  Gorhden 
  [40] 
  Gormadoc 
  [41] 
  Griffo 
  [42] 
  Grubb 
  [43] 
  Gundabald 
  [44] 
  Gundal 
  [45] 
  Halfred 
  [46] 
  Hamfast 
  
  P a g e  | 95 
   
   
   
   
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  [47] 
  Hamson 
  [48] 
  Hending 
  [49] 
  Hildibrand 
  [50] 
  Hildifons 
  [51] 
  Hildigrim 
  [52] 
  Hobbe 
  [53] 
  Hobson 
  [54] 
  Hugo 
  [55] 
  Ilberic 
  [56] 
  Isembold 
  [57] 
  Isengar 
  [58] 
  Isengrim 
  [59] 
  Isumbras 
  [60] 
  Largo 
  [61] 
  Longo or Lotho 
  [62] 
  Madoc 
  [63] 
  Marmadas 
  [64] 
  Marmadoc 
  [65] 
  Marroc 
  [66] 
  Matta 
  [67] 
  Meriadoc 
  [68] 
  Merimac 
  [69] 
  Merimas 
  [70] 
  Merriam 
  [71] 
  Milo 
  [72] 
  Minto 
  [73] 
  Mongo 
  [74] 
  Moro 
  [75] 
  Mosco 
  [76] 
  Moto 
  [77] 
  Mungo 
  [78] 
  Odo 
  [79] 
  Odovacar 
  [80] 
  Olo or Orgulas 
  [81] 
  Otho 
  [82] 
  Paladin 
  [83] 
  Peregrin 
  [84] 
  Pipswich 
  [85] 
  Polmo 
  [86] 
  Ponto 
  [87] 
  Porto 
  [88] 
  Posco 
  [89] 
  Puck 
  [90] 
  Reginard 
  [91] 
  Robin 
  [92] 
  Rorimac 
  [93] 
  Rudigar 
  [94] 
  Rufus 
  
  96 | P a g e  
   
   
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  [95] 
  Sadoc 
  [96] 
  Samson 
  [97] 
  Samwise 
  [98] 
  Sando 
  [99] 
  Saradas 
  [00] 
  Saradoc 
   
  End of Step 1.  After you have chosen a Pastoral first name, you can select one of these 
  links to skip the other name chapters, and to continue on to Step 2, selecting a family 
  name. 
   Continue to Step 2, Introduction 
   Skip the Step 2 Introduction, and proceed to the Pastoral family name table  
   
  ~ 
   
   
   
  
  P a g e  | 97 
   
   
   
   
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  2 - 2 
  STEP 2:  SELECTING A FAMILY NAME 
   
  Once you have rolled your character’s given name, simply use an additional random 
  roll to determine the character’s family, bloodline or clan name.  These name lists are 
  identical for male and female characters.  You will usually want to use the appropriate 
  family name list which corresponds to the character’s given name culture (English family 
  names for characters with English given names, French for French, etc.). 
  There are instances where a character might have, say, an English first name and a 
  French family name.  Here are a few example scenarios which could be used to explain 
  the situation: 
  The married character.  A woman from an English-themed realm, marrying a man 
  from a French-themed realm, might replace her maiden name with her husband’s name.  
  And this certainly goes both ways:  in a matriarchy, or an Amazon-themed nation, the 
  male would drop his family name and adopt the family name of his wife. 
  The expatriate character of a noble bloodline.  The character belongs to a noble 
  French-themed house, for example an elven forest barony.  The baronial house was 
  betrayed during a war two centuries ago, and the family was exiled and embraced by the 
  barony’s former enemy realm:  an English-themed kingdom.  Out of respect to the 
  lineage, the house retained its noble name; but also, out of respect to the new kingdom, 
  the family adopted English-themed first names for children born from that day forward. 
  A nation of hybridized culture.  There is no need to have the national influences of 
  the real world in the fantasy world, if the GM finds it more interesting to mix and match.  
  For example, if the GM decides that a certain kingdom has both English-themed and 
  French-themed influences (say, a fantasy version of Normandy), then characters hailing 
  from that kingdom would frequently have English first names and French family names, 
  or vice versa. 
  There are many other situations which could cause such an interesting situation; these 
  are just examples from my own campaign. 
   
  ~ 
   
   
  
  98 | P a g e  
   
   
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  2 - 2 - 1 
  GREEK FAMILY NAMES 
   
  In Greek myth, family and surnames are quite poorly documented.  It certainly didn’t 
  help that every single city state wanted the very best heroes to hail from their own 
  precincts!  There are quite a few different families of nymphs and dynasties, but many of 
  the commonly accepted names we know are simply patronymic labels.  (For example, the 
  nymph daughters of the river Achelous are simply named “the Acheloids.”  Ha, nice.  
  Maybe I should rename my son “the Kentoid” …) 
  Therefore, for good Greek fantasy names I recommend that you consider rolling a 
  random name for the character’s parent.  For a male character, roll again on the male 
  name table to determine the name of the father.  An example name would then be 
  “Alastor, son of Hector.”  Similarly, for female characters roll again on the female name 
  table to determine the name of the mother.  An example name would be “Xanthe, 
  daughter of Psyche.” 
  Alternately, you can use the list of late medieval family names (with some 
  achronological entries) which I provide hereafter.  I admit it’s a bit odd — from a real-
  world sense, mind you — to have a character named Odysseus Kamateros (Mr. 
  Kamateros?  Sir Kamateros?), simply because we Westerners are so accustomed to 
  equating “Greece” with “Greek mythology.”  But if we consider that we’re creating a 
  fantasy medieval version of Greek-themed realms for RPG play, it’s really not so bad or 
  out of line. 
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aboures 
  [02] 
  Adrianos 
  [03] 
  Agallon 
  [04] 
  Akropolites 
  [05] 
  Angelos 
  [06] 
  Aoionos 
  [07] 
  Apokaukos 
  [08] 
  Aprenos 
  [09] 
  Arbantenos 
  [10] 
  Argyros 
  [11] 
  Arianites 
  [12] 
  Asanes 
  [13] 
  Atrapes 
  [14] 
  Balsamon 
  
  P a g e  | 99 
   
   
   
   
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  [15] 
  Batatzes 
  [16] 
  Botaneiates 
  [17] 
  Boumbalis 
  [18] 
  Bourtzes 
  [19] 
  Branas 
  [20] 
  Bryennios 
  [21] 
  Chandrenos 
  [22] 
  Choniates 
  [23] 
  Choumnos 
  [24] 
  Chrysaphes 
  [25] 
  Chrysoloras 
  [26] 
  Dalassenos 
  [27] 
  Dermokaites 
  [28] 
  Diasorenos 
  [29] 
  Dokeianos 
  [30] 
  Doukas 
  [31] 
  Doux 
  [32] 
  Eirenikos 
  [33] 
  Exazenos 
  [34] 
  Gabras 
  [35] 
  Glabas 
  [36] 
  Iagaris 
  [37] 
  Kabakes 
  [38] 
  Kabasilas 
  [39] 
  Kalamanos 
  [40] 
  Kaloethes 
  [41] 
  Kalothetos 
  [42] 
  Kamateros 
  [43] 
  Kantakouzenos 
  [44] 
  Katrares 
  [45] 
  Kaukadenos 
  [46] 
  Komnenos 
  [47] 
  Kontostephanos 
  [48] 
  Koresses 
  [49] 
  Kourkouas 
  [50] 
  Kourtikes 
  [51] 
  Laskaris 
  [52] 
  Limpidares 
  [53] 
  Machoneos 
  [54] 
  Makrembolites 
  [55] 
  Malakes 
  [56] 
  Maliasenos 
  [57] 
  Mamalis 
  [58] 
  Mandromenos 
  [59] 
  Manouelites 
  [60] 
  Melachrinos 
  [61] 
  Mourtzouphlos 
  [62] 
  Mouzakios 
  
  100 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [63] 
  Mouzalon 
  [64] 
  Neokaisareites 
  [65] 
  Nestongos 
  [66] 
  Palaiologos 
  [67] 
  Pantechnes 
  [68] 
  Paraspondylos 
  [69] 
  Petraliphas 
  [70] 
  Petzikopoulos 
  [71] 
  Philanthropenos 
  [72] 
  Phokas 
  [73] 
  Pleustes 
  [74] 
  Prasomales 
  [75] 
  Prinkips 
  [76] 
  Psellos 
  [77] 
  Radenos 
  [78] 
  Raoul 
  [79] 
  Rossatas 
  [80] 
  Sarantenos 
  [81] 
  Sebastopoulos 
  [82] 
  Sgouropoulos 
  [83] 
  Sgouros 
  [84] 
  Skleros 
  [85] 
  Spartenos 
  [86] 
  Sphrantzes 
  [87] 
  Strabomytes 
  [88] 
  Synadenos 
  [89] 
  Syraneres 
  [90] 
  Syropoulos 
  [91] 
  Tagaris 
  [92] 
  Tarchaneiotes 
  [93] 
  Tornikes 
  [94] 
  Trichas 
  [95] 
  Tsaphas 
  [96] 
  Tzamplakon 
  [97-98] 
  Tzykandeles 
  [99-00] 
  Zarides 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
   
  
  P a g e  | 101 
   
   
   
   
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  2 - 2 - 2 
  ROMAN FAMILY NAMES 
   
  The Roman family names listed here are mostly from historical gentes of the Imperial 
  period.  The names below are listed in masculine format; for female characters, in most 
  cases you should replace “-ius” with “-ia” to arrive at a reasonable feminine equivalent.  
  For example, the gens name “Vispanius” would be appropriate for a man, but would be 
  changed to “Vispania” for a woman. 
  The gamist purpose of this list is to provide evocative names that “sound Roman,” 
  for use with the Roman-themed realms and peoples in your campaign.  Again, armchair 
  historians will probably blanch at the mere thought of my mashing the gentes and 
  cognomina concepts to supplement the long lists of male and female praenomina and 
  cognomina, which I provided earlier (in a very simplified format) to represent my own 
  favored mishmash of “personal names” … but fortunately, I don’t care, so it’s all good!  
  If it’s good enough for Robert E. Howard, Hollywood and the pulps, it’s good enough for 
  me. 
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Aburius 
  [02] 
  Accius 
  [03] 
  Acilius 
  [04] 
  Aedinius 
  [05] 
  Aelius 
  [06] 
  Aemilius or Allectius 
  [07] 
  Amatius 
  [08] 
  Antius 
  [09] 
  Antonius or Aquillius 
  [10] 
  Armenius 
  [11] 
  Arrius 
  [12] 
  Arsinius 
  [13] 
  Artorius or Aurelius 
  [14] 
  Aurius or Ausonius 
  [15] 
  Avidius 
  [16] 
  Axius or Bantius 
  [17] 
  Barbatius 
  [18] 
  Blossius 
  [19] 
  Bruttius 
  [20] 
  Burrienus 
  [21] 
  Caecinus 
  [22] 
  Caeparius or Caesius 
  
  102 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [23] 
  Caesonius 
  [24] 
  Caetronius 
  [25] 
  Calavius 
  [26] 
  Calpurnius 
  [27] 
  Canius 
  [28] 
  Cantius 
  [29] 
  Carisius 
  [30] 
  Cassius or Centenius 
  [31] 
  Cestius 
  [32] 
  Claudius 
  [33] 
  Cominius or Cornelius 
  [34] 
  Cosconius 
  [35] 
  Cotius 
  [36] 
  Critonius or Curius 
  [37] 
  Decius 
  [38] 
  Decimus 
  [39] 
  Domitius 
  [40] 
  Durmius 
  [41] 
  Egnatius 
  [42] 
  Eppius 
  [43] 
  Equitius 
  [44] 
  Erucius 
  [45] 
  Fabius 
  [46] 
  Fabricius 
  [47] 
  Faucius 
  [48] 
  Flaminius or Flavius 
  [49] 
  Fulvius 
  [50] 
  Gabinius 
  [51] 
  Geganius or Granius 
  [52] 
  Gratidius 
  [53] 
  Haterius 
  [54] 
  Helvius 
  [55] 
  Herdonius orHoratius 
  [56] 
  Hotensius 
  [57] 
  Icilius 
  [58] 
  Julius 
  [59] 
  Junius 
  [60] 
  Juventius 
  [61] 
  Laelius 
  [62] 
  Licinius 
  [63] 
  Livius 
  [64] 
  Lucilius or Lucretius 
  [65] 
  Marcius 
  [66] 
  Marius 
  [67] 
  Modius or Naevius 
  [68] 
  Nonius 
  [69] 
  Norbanus or Numicius 
  [70] 
  Octavius 
  
  P a g e  | 103 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [71] 
  Opimius 
  [72] 
  Ovidius 
  [73] 
  Papirius 
  [74] 
  Pinarius 
  [75] 
  Pompeius 
  [76] 
  Pomponius or Postumius 
  [77] 
  Publicius 
  [78] 
  Quinctius 
  [79] 
  Rabirius 
  [80] 
  Romilius 
  [81] 
  Sempronius 
  [82] 
  Septimius or Sergius 
  [83] 
  Sertorius 
  [84] 
  Servilius 
  [85] 
  Sestius 
  [86] 
  Sosius 
  [87] 
  Sulpicius 
  [88] 
  Sicinius 
  [89] 
  Tarpeius 
  [90] 
  Tarquinius 
  [91] 
  Tarquitius 
  [92] 
  Terentius 
  [93] 
  Titius 
  [94] 
  Tullius or Ulpius 
  [95] 
  Ummidius 
  [96] 
  Valerius 
  [97] 
  Verginius 
  [98] 
  Veturius 
  [99] 
  Vipsanius 
  [00] 
  Visellius 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
  2 - 2 - 3 
  ENGLISH FAMILY NAMES 
   
  Roll 1d100, and refer to the following table: 
  
  104 | P a g e  
   
   
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  [01] 
  Achard 
  [02] 
  Albelin 
  [03] 
  Alevi 
  [04] 
  Alis 
  [05] 
  Anzeray or Arundel 
  [06] 
  Aubert 
  [07] 
  Auvray 
  [08] 
  Azor or Bachlier 
  [09] 
  Bainard 
  [10] 
  Baliol 
  [11] 
  Ballard 
  [12] 
  Barkentin or Basnage 
  [13] 
  Basset 
  [14] 
  Baudry 
  [15] 
  Bavent 
  [16] 
  Beaumont 
  [17] 
  Beringar 
  [18] 
  Bolam 
  [19] 
  Bolbec or Boleyn 
  [20] 
  Bondeville 
  [21] 
  Boneth 
  [22] 
  Bossard 
  [23] 
  Boterel or Braund 
  [24] 
  Brinon 
  [25] 
  Buron 
  [26] 
  Caen 
  [27] 
  Cairon or Cambrai 
  [28] 
  Caradas 
  [29] 
  Challenge 
  [30] 
  Chandos 
  [31] 
  Cruell or Danneville 
  [32] 
  Danvers 
  [33] 
  Darell 
  [34] 
  Destain 
  [35] 
  Duhamel 
  [36] 
  Dumont 
  [37] 
  Durandal or Engerrand 
  [38] 
  Faintree 
  [39] 
  Fairfax 
  [40] 
  Fitzhugh or Fitzroy 
  [41] 
  Furnival 
  [42] 
  Gael 
  [43] 
  Gand 
  [44] 
  Garin 
  [45] 
  Godefroy 
  [46] 
  Grai 
  
  P a g e  | 105 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [47] 
  Grancourt 
  [48] 
  Greslet or Griffin 
  [49] 
  Gurney 
  [50] 
  Harcourt 
  [51] 
  Hue 
  [52] 
  Ide or Jolland 
  [53] 
  Lile 
  [54] 
  Lorz 
  [55] 
  Lovell 
  [56] 
  Machault 
  [57] 
  Mallory or Mandeville 
  [58] 
  Mantel 
  [59] 
  Margas 
  [60] 
  Martel 
  [61] 
  Mathan or Medley 
  [62] 
  Mobec 
  [63] 
  Monceaux or Montacute 
  [64] 
  Montague 
  [65] 
  Montbrai 
  [66] 
  Montfort 
  [67] 
  Montgomery 
  [68] 
  Mortagne 
  [69] 
  Murdac 
  [70] 
  Musard 
  [71] 
  Nelond or Neuville 
  [72] 
  Ormond 
  [73] 
  Parry 
  [74] 
  Peccoth or Pennant 
  [75] 
  Porte or Prestcote 
  [76] 
  Quincarnon 
  [77] 
  Quincey 
  [78] 
  Rainecourt 
  [79] 
  Raleigh 
  [80] 
  Restault 
  [81] 
  Rosai 
  [82] 
  Scolland 
  [83] 
  Simnel 
  [84] 
  Stafford 
  [85] 
  Tabraham 
  [86] 
  Thaon 
  [87] 
  Thibault 
  [88] 
  Tournai 
  [89] 
  Tranchant 
  [90] 
  Valance 
  [91] 
  Vane or Vaughan 
  [92] 
  Vaux 
  [93] 
  Vernold 
  [94] 
  Verrall 
  
  106 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [95] 
  Villon 
  [96] 
  Vitalis 
  [97] 
  Wadard 
  [98] 
  Willoughby 
  [99] 
  Wissant 
  [00] 
  Woodville or Ygou 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
   
   
   
  
  P a g e  | 107 
   
   
   
   
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  2 - 2 - 4 
  FRENCH FAMILY NAMES 
   
  French locale-specific family names (“of Paris,” “of Calais,” “de Leon,” etc.) are very 
  common, but have mostly been ignored here so that the GM is not faced with situations 
  where a character might be from a city that does not exist in the game world. 
  A few locale-specific names which have a nice fantasy-friendly sound to them have 
  been retained.  For these places, you can safely create a village or hamlet in an obscure 
  corner of the borderlands, which serves as the home the named character and / or his or 
  her immediate family. 
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Able 
  [02] 
  Abreo 
  [03] 
  Albinet 
  [04] 
  Alleman 
  [05] 
  Aragon 
  [06] 
  Archambeau 
  [07] 
  Astre 
  [08] 
  Atelier 
  [09] 
  au Coste 
  [10] 
  Aubuchon 
  [11] 
  Auclair 
  [12] 
  Babel 
  [13] 
  Barbon 
  [14] 
  Barteaux 
  [15] 
  Baudric 
  [16] 
  Becquet 
  [17] 
  Begon 
  [18] 
  Bergeron 
  [19] 
  Bernade 
  [20] 
  Bertrand 
  [21] 
  Blanc 
  [22] 
  Borne 
  [23] 
  Boussart 
  [24] 
  Braque 
  [25] 
  Campion 
  [26] 
  Carne 
  [27] 
  Cassaigne 
  [28] 
  Castillon 
  
  108 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [29] 
  Catine 
  [30] 
  Cerbadas 
  [31] 
  Coullard 
  [32] 
  d'Araines 
  [33] 
  d'Aumale 
  [34] 
  Dameron 
  [35] 
  de Beumont 
  [36] 
  de Biencourt 
  [37] 
  de Cahon 
  [38] 
  de Camrebon 
  [39] 
  de Caumont 
  [40] 
  de Feurillet 
  [41] 
  de Gorges 
  [42] 
  de Laniers 
  [43] 
  de Latre 
  [44] 
  de Sartaigne 
  [45] 
  de Valencia 
  [46] 
  Demestre 
  [47] 
  Desquais 
  [48] 
  Dormon 
  [49] 
  du Pont 
  [50] 
  Durand 
  [51] 
  Engignon 
  [52] 
  Ferrand 
  [53] 
  Foucault 
  [54] 
  Fournier 
  [55] 
  Gallant 
  [56] 
  Germond 
  [57] 
  Gorbet 
  [58] 
  Guillard 
  [59] 
  Hargier 
  [60] 
  Imbert 
  [61] 
  Jourdine 
  [62] 
  la Lyonnesa 
  [63] 
  la Vinhal 
  [64] 
  Laurent 
  [65] 
  le Canu 
  [66] 
  le Caron 
  [67] 
  le Grant 
  [68] 
  le Machon 
  [69] 
  le Potier 
  [70] 
  le Prevost 
  [71] 
  le Ver 
  [72] 
  Lerique 
  [73] 
  Loste 
  [74] 
  Maillart 
  [75] 
  Martel 
  [76] 
  Moreau 
  
  P a g e  | 109 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [77] 
  Opin 
  [78] 
  Patin 
  [79-80] 
  Picquelin 
  [81-82] 
  Pinchon 
  [83-84] 
  Quinepaie 
  [85-86] 
  Reche 
  [87-88] 
  Rousseau 
  [89-90] 
  Roux 
  [91-92] 
  Tabarie 
  [93-94] 
  Toutain 
  [95-96] 
  Vadoul 
  [97-98] 
  Vendomes 
  [99-00] 
  Yaunart 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
  2 - 2 - 5 
  GERMAN FAMILY NAMES 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Alt 
  [02] 
  Amur 
  [03] 
  Angest 
  [04] 
  Bart 
  [05] 
  Belliz or Blatere 
  [06] 
  Blicze 
  [07] 
  Blint 
  [08] 
  Bluome 
  [09] 
  Boese 
  [10] 
  Brotelin or Bulstrich 
  [11] 
  Buole 
  [12] 
  Chegere 
  [13] 
  Comes 
  [14] 
  Cromer or Czothmar 
  
  110 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [15] 
  Czypsser 
  [16] 
  Dorrholtz 
  [17] 
  Dytel 
  [18] 
  Eninkel or Esel 
  [19] 
  Eselin 
  [20] 
  Fferber 
  [21] 
  Gabrielis 
  [22] 
  Geizbribe 
  [23] 
  Gelucke or Genufting 
  [24] 
  Gerstbri 
  [25] 
  Gir 
  [26] 
  Glockelin 
  [27] 
  Greniczer 
  [28] 
  Groz 
  [29] 
  Guot 
  [30] 
  Hane 
  [31] 
  Hebenstreit 
  [32] 
  Helbelinc 
  [33] 
  Herre or Herzoge 
  [34] 
  Holzapfel 
  [35] 
  Hunt 
  [36] 
  Huon 
  [37] 
  Institor 
  [38] 
  Irmesch 
  [39] 
  Junc 
  [40] 
  Kalp 
  [41] 
  Kienast or Kiliannus 
  [42] 
  Knobelouch 
  [43] 
  Knoblauch 
  [44] 
  Kolhupfer 
  [45] 
  Krouwel 
  [46] 
  Kukelbrecht 
  [47] 
  Kurz 
  [48] 
  Lanc 
  [49] 
  Lilje 
  [50] 
  Marschalc or Maze 
  [51] 
  Melde 
  [52] 
  Merze 
  [53] 
  Mocelare 
  [54] 
  Morsaere 
  [55] 
  Mul 
  [56] 
  Mussikgang 
  [57] 
  Nadele 
  [58] 
  Nothaft 
  [59] 
  Opitzer or Ovenlin 
  [60] 
  Rechboc 
  [61] 
  Riche 
  [62] 
  Rise or Rot 
  
  P a g e  | 111 
   
   
   
   
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  [63] 
  Roubaere 
  [64] 
  Ruch 
  [65] 
  Ruhe 
  [66] 
  Runne 
  [67] 
  Rusdorffer 
  [68] 
  Satel 
  [69] 
  Schade 
  [70] 
  Schecke 
  [71] 
  Schirben or Schwarcz 
  [72] 
  Schynnagel 
  [73] 
  Screivogel 
  [74] 
  Seligkint 
  [75] 
  Sellose 
  [76] 
  Sporlin 
  [77] 
  Stoyan or Strobel 
  [78] 
  Struchaere 
  [79] 
  Sture or Sturm 
  [80] 
  Sturmaere 
  [81] 
  Surman 
  [82] 
  Swarz 
  [83] 
  Sydenberger 
  [84] 
  Tockler 
  [85] 
  Torse 
  [86] 
  Tot 
  [87] 
  Trost or Ungesmac 
  [88] 
  Villicus 
  [89] 
  Vloch or Vochenze 
  [90] 
  Volarc 
  [91] 
  Vraz 
  [92] 
  Vuhselin 
  [93] 
  Wandelbaere 
  [94] 
  Wilde or Wirsinc 
  [95] 
  Wise 
  [96] 
  Wutan 
  [97] 
  Zagel 
  [98] 
  Zenthffeer 
  [99] 
  Zibolle 
  [00] 
  Zophilare 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
  
  112 | P a g e  
   
   
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  2 - 2 - 6 
  ITALIAN FAMILY NAMES 
   
  Medieval Italy was, to put it politely, a complete f**king mess.  There were warring 
  states, innumerable political factions, a papacy that was sometimes noble and oftentimes 
  horrific, and competing petty kingdoms who would rather hire mercenaries to wipe each 
  other out than say hello.  (Do a Google image search for “northern Italy in the year 1300” 
  if you’d like a laugh.) 
  The great news for gaming is, this means there is an excellent and varied thematic 
  selection of memorable family names to choose from! 
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Abachini or Abraciabene 
  [02] 
  Abraciabeni or Accararius 
  [03] 
  Accelli or Anselmini 
  [04] 
  Antelmini or Antiqui 
  [05] 
  Barzalomei or Basiliscus 
  [06] 
  Basilisscus or Bastiere 
  [07] 
  Bastonis or Batacta 
  [08] 
  Batacti or Batestengno 
  [09] 
  Batteloro or Bavosi 
  [10] 
  Beccaril or Beccho 
  [11] 
  Becconarius or Becconiere 
  [12] 
  Becconis or Beccuniere 
  [13] 
  Beccus or Beconarius 
  [14] 
  Belecii or Beliocti 
  [15] 
  Beniamini or Benis 
  [16] 
  Benvenute or Benzi 
  [17] 
  Berelli or Bulliecti 
  [18] 
  Buonacorsi or Buonafedi 
  [19] 
  Buonaff or Buonagente 
  [20] 
  Buonagionte or Buonaguide 
  [21] 
  Buonamente or Buonamichi 
  [22] 
  Buonamute or Buonanni 
  [23] 
  Buonensengne or 
  Cacciabestia 
  [24] 
  Cacciaguerra or Caccialoro 
  [25] 
  Cacciamoro or Cachius 
  [26] 
  Cadaldi or Caffarelli 
  [27] 
  Calafati or Calafatus 
  [28] 
  Canaparius or Canna 
  
  P a g e  | 113 
   
   
   
   
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  [29] 
  Cannassi or Casicarius 
  [30] 
  Cigulini or Cillio 
  [31] 
  Cilluti or Cipollarius 
  [32] 
  Cipollectus or Cipriani 
  [33] 
  Citta or Colarius 
  [34] 
  Corniolus or Corrigiarius 
  [35] 
  Corsi or Corsus 
  [36] 
  Cortavechia or Cotti 
  [37] 
  Cremonensis or Cristofani 
  [38] 
  Crivellarius or Gambacurte 
  [39] 
  Ganba or Ganbacorta 
  [40] 
  Gazini or Ghimberti 
  [41] 
  Giaffarini or Giaffarinus 
  [42] 
  Gianferri or Gilii 
  [43] 
  Girardi or Giratti 
  [44] 
  Goghi or Gombus 
  [45] 
  Gonbii or Gonbizelli 
  [46] 
  Gonbus or Gontolini 
  [47] 
  Gosus or Gote 
  [48] 
  Gotelle or Gottifredi 
  [49] 
  Gozca or Granaccii 
  [50] 
  Granelli or Grassi 
  [51] 
  Guidocci or Iannis 
  [52] 
  Lardaiolus or Lardarius 
  [53] 
  Lasca or Leccius 
  [54] 
  Lectaiolus or Lectarius 
  [55] 
  Legiere or Maczamutus 
  [56] 
  Maczei or Magalocti 
  [57] 
  Magiolarius or Magister 
  [58] 
  Magistri or Mainecti 
  [59] 
  Malapillia or Malabarba 
  [60] 
  Malabarbe or Malalisca 
  [61] 
  Maldura or Manentis 
  [62] 
  Mesticcius or Metallarius 
  [63] 
  Metatus or Mostufi 
  [64] 
  Mugnarius or Mulinarius 
  [65] 
  Orafus or Ranpullie 
  [66] 
  Ranucci or Ranuccini 
  [67] 
  Rapai or Raschiaza 
  [68] 
  Rinboldi or Rossus 
  [69] 
  Rotelle or Rottadore 
  [70] 
  Russus or Rustichi 
  [71] 
  Rustichus or Sabasciarre 
  [72] 
  Sabbatinus or Saboli 
  [73] 
  Saccus or Scotti 
  [74] 
  Scriptor or Scudarius 
  [75] 
  Segalorzo or Segalozo 
  [76] 
  Sellarii or Sellarius 
  
  114 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [77] 
  Senensis or Sensalis 
  [78] 
  Siccus or Sigherini 
  [79] 
  Sighieri or Simonecti 
  [80] 
  Simonis or Singnorecti 
  [81] 
  Singnorelli or Sinibaldi 
  [82] 
  Sismondelli or Sismondellus 
  [83] 
  Sismondi or Tebaldi 
  [84] 
  Teberge or Tibrera 
  [85] 
  Tinctor or Tingnosi 
  [86] 
  Tinpanarius or Tirenghelle 
  [87] 
  Topaiolus or Toppaiolus 
  [88] 
  Topparius or Torselli 
  [89] 
  Tosi or Tostovieni 
  [90] 
  Treguaia or Trincalosso 
  [91] 
  Tripiedi or Trombadore 
  [92] 
  Ubertini or Vulpellus 
  [93] 
  Vulpis or Zacucchii 
  [94] 
  Zanchi or Zanigi 
  [95] 
  Zaparius or Zarucchi 
  [96] 
  Zavaronis or Zeccosi 
  [97] 
  Zoccholarius 
  [98] 
  Zoccoloarius 
  [99] 
  Zocholarius 
  [00] 
  Zoie 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
   
  
  P a g e  | 115 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
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  2 - 2 - 7 
  NORSE AND DWARVEN CLAN NAMES 
   
  I have included a nice selection of great-sounding Norse names for your use, although 
  they are not always historically accurate.  Most Norse family names are rather boring, 
  ending in “-son” or “-sson” (son of), or alternately “-dottir” (daughter of) … for example, 
  Magnus Magnusson.  It has a nice ring to it, but it’s not exactly imaginative.  You can use 
  this naming format whenever you like; just roll up a Norse name for your character’s 
  father (if your character is male) or for your character’s mother (if your character is 
  female), add a suffix per the above, and you’re good to go. 
  But since these names are also great for dwarves, as well as for mountain- and 
  frostland-dwellers of all races, I’ve also included a lot of dwarven clan names in the 
  following list. 
  These “dwarf hold” names are by no means Scandinavian, but have been developed 
  (by me) to honor the traditional fantasy mechanism for dwarven family and clan names:  
  
  116 | P a g e  
   
   
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  two evocative words, typically nouns, mashed together as a representation of matters of 
  dwarven honor. 
  If you don’t want a dwarven clan name for your character, just reroll on this table 
  until you get a traditional Norse name.  There’s plenty of both here. 
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Agnar 
  [02] 
  Ahlberg 
  [03] 
  Ahlgren 
  [04] 
  Ahlstrom 
  [05] 
  Akerman 
  [06] 
  Alemonger 
  [07] 
  Almstad 
  [08] 
  Amundsen 
  [09] 
  Anker 
  [10] 
  Anvilbearer 
  [11] 
  Bager 
  [12] 
  Bearblade 
  [13] 
  Berg 
  [14] 
  Bergfalk 
  [15] 
  Bergstrom 
  [16] 
  Blackgravel 
  [17] 
  Blom 
  [18] 
  Blomgren 
  [19] 
  Bloodmace 
  [20] 
  Borg 
  [21] 
  Brandir 
  [22] 
  Breakslate 
  [23] 
  Broadhelm 
  [24] 
  Bronzemead 
  [25] 
  Bystrom 
  [26] 
  Coalburner or Coldflame 
  [27] 
  Copperune or Crookbeard 
  [28] 
  Deepforge 
  [29] 
  Doomdrake or Dragonswoe 
  [30] 
  Eklund 
  [31] 
  Falk 
  [32] 
  Fisker 
  [33] 
  Forkbeard 
  [34] 
  Gemdigger 
  [35] 
  Giantsbane 
  [36] 
  Goldrune 
  [37] 
  Grahn 
  [38] 
  Greatmountain 
  
  P a g e  | 117 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [39] 
  Greysides 
  [40] 
  Grimwolf 
  [41] 
  Gripaxe 
  [42] 
  Grizzlejaw 
  [43] 
  Gulbrand 
  [44] 
  Gulbrandir 
  [45] 
  Hagebak 
  [46] 
  Haugen 
  [47] 
  Havardr 
  [48] 
  Hjort 
  [49] 
  Hult 
  [50] 
  Kron 
  [51] 
  Lindgren 
  [52] 
  Lindholm 
  [53] 
  Ljung 
  [54] 
  Lofgren 
  [55] 
  Losnedahl 
  [56] 
  Lykke 
  [57] 
  Naess 
  [58] 
  Nordskov 
  [59] 
  Norling 
  [60] 
  Nylund 
  [61] 
  Nystrom 
  [62] 
  Oakenhammer 
  [63] 
  Ogrerazor 
  [64] 
  Olander 
  [65] 
  Omdahl 
  [66] 
  Orcgrinder 
  [67] 
  Oremelter 
  [68] 
  Ostergaard 
  [69] 
  Proudlager 
  [70] 
  Rapp 
  [71] 
  Raske 
  [72] 
  Reenberg 
  [73] 
  Riber 
  [74] 
  Rundstrom 
  [75] 
  Silje 
  [76] 
  Silverseeker 
  [77] 
  Skjeggestad 
  [78] 
  Skovgaard 
  [79] 
  Skullsmiter or Slaymane 
  [80] 
  Steelhammer or Steelsmelter 
  [81] 
  Stendahl 
  [82] 
  Stenger 
  [83] 
  Stonefist 
  [84] 
  Stoneshatter or Stormshield 
  [85] 
  Storstrand 
  [86] 
  Sunden 
  
  118 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [87] 
  Surebolt 
  [88] 
  Thorbjorn 
  [89] 
  Thorburn 
  [90] 
  Thorn 
  [91] 
  Thurstan 
  [92] 
  Tombdelver or Trollcrusher 
  [93] 
  Ulfir 
  [94] 
  Vang 
  [95] 
  Vardir 
  [96] 
  Vinter 
  [97] 
  Vollan 
  [98] 
  Vollir 
  [99] 
  Wildwater or Wolfbanner 
  [00] 
  Wolff 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
  2 - 2 - 8 
  GAELIC AND ELVEN BLOODLINE NAMES 
   
  Similar to the situation with Nordic family names (see the prior section), I have 
  created a combined list of historical Gaelic family names, combined with a custom list of 
  sylvan-themed fantasy names (Bluemantle, Brightbrook, and so forth).  You can reroll if 
  you were expecting a Gaelic name instead of a sylvan name, or vice versa, but I find in 
  practice — particularly given the prevalence of elven nobility in the campaign — that the 
  lists are fairly interchangeable. 
  For my old school campaigns I envision three major branches of surface-world 
  elfdom – the “high” or human-like elves, nearer to borderlands and the most likely to 
  breed with humans (with French surnames); the “sylvan” or wild elves, reclusive and 
  fallen into a more primordial state, yet still filled with Faerie’s glory (with combined-
  word fantasy surnames, such as Spiderveil); and the “grey” or regal elves, representing 
  the fading nobility of the race (with Gaelic surnames).  All three of these name types 
  appear here to account for long and labyrinthine bloodlines.  The implication of a sylvan 
  elf with a Gaelic given name and a French surname, for example, would indicate a 
  
  P a g e  | 119 
   
   
   
   
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  family/clan which has become more “high” elven over time, perhaps due to migration or 
  human interference. 
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Abgrall or Aeda 
  [02] 
  Aedain or Aildniad 
  [03] 
  Ailella or Ailpin 
  [04] 
  Ainbitha or Ainmere 
  [05] 
  Ainmerech or Airtri 
  [06] 
  Allan or Amalgada 
  [07] 
  Amlaib or Asharrow 
  [08] 
  Augaine 
  [09] 
  Baetain or Ban 
  [10] 
  Bennan or Berthou 
  [11] 
  Bluemantle or Bluemoon 
  [12] 
  Boru or Bosser 
  [13] 
  Briain or Brightbrook 
  [14] 
  Brolchain or Caech 
  [15] 
  Caille 
  [16] 
  Cairill or Canone 
  [17] 
  Caradec or Carthaig 
  [18] 
  Cathail or Cathrannach 
  [19] 
  Ceithernaig or Cellaig 
  [20] 
  Cenndubain or Cennetig 
  [21] 
  Cennmagair or Cerbaill 
  [22] 
  Cianan 
  [23] 
  Cinaeda 
  [24] 
  Coisse or Colmain 
  [25] 
  Con Coirne or Conchobair 
  [26] 
  Cormaic or Corre 
  [27] 
  Corsse or Crimthainn 
  [28] 
  Crobderg or Cualann 
  [29] 
  Cuilennain or Cuill 
  [30] 
  Cuinn or Dalaig 
  [31] 
  Daman 
  [32] 
  Deertreader 
  [33] 
  Diarmada 
  [34] 
  Domnaill or Domnnallain 
  [35] 
  Donn or Donnchada 
  [36] 
  Donnubain or Dreamspell 
  [37] 
  Duinn or Dunadaig 
  [38] 
  Dunchada or Dungaile 
  [39] 
  Eimin 
  [40] 
  Entstrider or Failbe 
  [41] 
  Fairfeather or Feorna 
  [42] 
  Feyborn 
  
  120 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [43] 
  Fiachnai or Finguine 
  [44] 
  Finn or Finnliath 
  [45] 
  Fireflown or Fireseed 
  [46] 
  Flaind or Flainn 
  [47] 
  Flaithim or Fland 
  [48] 
  Flann or Flannabrat 
  [49] 
  Fledach or Flockwing 
  [50] 
  Frassach or Gartnain 
  [51] 
  Glundub 
  [52] 
  Goff or Goldenfield 
  [53] 
  Goodreap or Greenleaves 
  [54] 
  Guaire or Guasain 
  [55] 
  Hamon or Highsummer 
  [56] 
  Hinault or Imair 
  [57] 
  Indrechtaig 
  [58] 
  Inmainen or Irgalaig 
  [59] 
  Jezequel 
  [60] 
  Laegaire or Le Bihan 
  [61] 
  Le Bris or Le Gall 
  [62] 
  Le Henaff or Le Meur 
  [63] 
  Le Moal or Le Tallec 
  [64] 
  Liag or Lochlainn 
  [65] 
  Loingsig or Lonain 
  [66] 
  Lothchain or Lozach 
  [67] 
  Madec 
  [68] 
  Mael Corga or Mael Duin 
  [69] 
  Mael Mithig or Mael Muad 
  [70] 
  Mael Muine or Mael 
  Ruanald 
  [71] 
  Maele Duin or Maele 
  Gaimrid 
  [72] 
  Maele Mithig or Maelgarb 
  [73] 
  Maenaig or Mail Brigde 
  [74] 
  Mail Patraic or Mail 
  Sechnaill 
  [75] 
  Maile Duin or Mainistrech 
  [76] 
  Maolchonaire or 
  Meadowglade 
  [77] 
  Meadowlark or Menn 
  [78] 
  Mide or Mochthigern 
  [79] 
  Moonwine or Morgair 
  [80] 
  Mosswhisper or Mothlai 
  [81] 
  Muillethan or Muiredaig 
  [82] 
  Muirican or Murchada 
  [83] 
  Neill or Ninnedo 
  [84] 
  Oengusa or Ornide 
  
  P a g e  | 121 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
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  [85] 
  Pelan or Quere 
  [86] 
  Raindrum or Rebachain 
  [87] 
  Riou or Riverglade 
  [88] 
  Ruadrach or Ruairc 
  [89] 
  Ruanaid or Satyricon 
  [90] 
  Setnai or Siadail 
  [91] 
  Silverleaf or Sinna 
  [92] 
  Skymane or Slane 
  [93] 
  Slebene or Snowdrop 
  [94] 
  Sotal or Spiderveil 
  [95] 
  Sundew or Sweetlethe 
  [96] 
  Swiftstream or Taidc 
  [97] 
  Taidg or Tomaltaig 
  [98] 
  Uatach or Velvetir 
  [99] 
  Whitewater or Windsong 
  [00] 
  Zephyrai 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
  2 - 2 - 9 
  LATINIZED SWISS AND GNOMISH CLAN NAMES 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Acquavy 
  [02] 
  Advoyer 
  [03] 
  Ansel 
  [04] 
  Basardi 
  [05] 
  Bavoux 
  [06] 
  Berroux 
  [07] 
  Berruyer 
  [08] 
  Bertini 
  [09] 
  Bident 
  [10] 
  Blan 
  [11] 
  Boeteux 
  [12] 
  Botoulier 
  
  122 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [13] 
  Bouczanet 
  [14] 
  Bouderon 
  [15] 
  Brissebarra 
  [16] 
  Brossier 
  [17] 
  Bulo 
  [18] 
  Burribel 
  [19] 
  Cagniar 
  [20] 
  Chambret 
  [21] 
  Chanterel 
  [22] 
  Chavanton 
  [23] 
  Cheneva 
  [24] 
  Chevrod 
  [25] 
  Chilliaux 
  [26] 
  Collondel 
  [27] 
  Concguex 
  [28] 
  Corderii 
  [29] 
  Crostel 
  [30] 
  Cussar 
  [31] 
  Cuyllerat 
  [32] 
  Daga 
  [33] 
  Daumont 
  [34] 
  de Cablex 
  [35] 
  de Calce 
  [36] 
  de Cimisterio 
  [37] 
  de Citurno 
  [38] 
  de Ferror 
  [39] 
  de Marlier 
  [40] 
  de Rippa 
  [41] 
  de Treiz 
  [42] 
  de Voysin 
  [43] 
  Fretarina 
  [44] 
  Gambex 
  [45] 
  Gaschet 
  [46] 
  Gellex 
  [47] 
  Girard 
  [48] 
  Givel 
  [49] 
  Grunel 
  [50] 
  Guyx 
  [51] 
  Joctier 
  [52] 
  Juvin 
  [53] 
  Lanuz 
  [54] 
  Maczon 
  [55] 
  Marron 
  [56] 
  Merlo 
  [57] 
  Moctet 
  [58] 
  Morel 
  [59] 
  Moscho 
  [60] 
  Mubilliat 
  
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  [61] 
  Muset 
  [62] 
  Neyro 
  [63-64] 
  Nybloz 
  [65-66] 
  Perriar 
  [67-68] 
  Perroctet 
  [69-70] 
  Phisicien 
  [71-72] 
  Pictet 
  [73-74] 
  Pilliex 
  [75-76] 
  Prelat 
  [77-78] 
  Pudraul 
  [79-80] 
  Quoquardi 
  [81-82] 
  Rabilliod 
  [83-84] 
  Rappin 
  [85-86] 
  Raspard 
  [87-88] 
  Remondi 
  [89-90] 
  Ruerat 
  [91-92] 
  Tabusset 
  [93-94] 
  Tindroz 
  [95-96] 
  Uldriar 
  [97-98] 
  Veron 
  [99-00] 
  Vionet 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
   
  
  124 | P a g e  
   
   
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  2 - 2 - 10 
  NAMES OF VENGEANCE FOR ORCISH CLANS 
   
  Half-orc characters who were raised in their human culture can be given a human 
  family name.  For example, a half-orc raised in an English-themed society could be 
  granted an English family name.  The majority of half-orc characters, however, have a 
  “last name” which is simply the name of the orc tribe their parent hailed from.  
  Continuing an earlier example, a female half-orc might be fully name “Akhlomai of the 
  Cruse Gnashers.” 
  These names can also be used for dark- or evil-themed characters of tribal nature, for 
  example barbarians, assassins, cultists, or evil huntsmen. 
  To determine the tribe name, roll once on each of the following tables and then put 
  the words together.  There are many different variants; you could name the tribe 
  “Cruelmoon,” “The Cruel Moons,” “Moon of the Cruel,” and so forth. 
  
  P a g e  | 125 
   
   
   
   
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  
  Orcish Tribe Name Table 1:  Initial Fragment 
   
  [01-02] 
  The Axe- 
  [03-04] 
  The Black- 
  [05-07] 
  The Blood- 
  [08-09] 
  The Bloody- 
  [10-12] 
  The Bone- 
  [13-14] 
  The Broken- 
  [15-16] 
  The Burning- 
  [17-18] 
  The Creeping- 
  [19-20] 
  The Crimson- 
  [21-22] 
  The Crook- 
  [23-24] 
  The Crooked- 
  [25-26] 
  The Cruel- 
  [27-29] 
  The Death- 
  [30-31] 
  The Fell- 
  [32-33] 
  The Foul- 
  [34-35] 
  The Gloom- 
  [36-37] 
  The Grim- 
  [38-39] 
  The Grin- 
  [40-41] 
  The Horn- 
  [42-43] 
  The Howl(ing)- 
  [44-46] 
  The Iron- 
  [47-48] 
  The Leering- 
  [49-50] 
  The Leper- 
  [51-52] 
  The Mad- 
  [53-54] 
  The Marrow- 
  [55-57] 
  The Moon- 
  [58-59] 
  The Night- 
  [60-61] 
  The One- 
  [62-63] 
  The Pale- 
  [64-65] 
  The Poison- 
  [66-67] 
  The Rip- 
  [68-69] 
  The Rot- 
  [70-71] 
  The Savage- 
  [72-73] 
  The Scuttling- 
  [74-75] 
  The Skulking- 
  [76-78] 
  The Skull- 
  [79-80] 
  The Snake- 
  [81-82] 
  The Spider- 
  [83-84] 
  The Splinter- 
  [85-86] 
  The Stone- 
  [87-88] 
  The Sunder- 
  [89-90] 
  The Thorn- 
  
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  [91-92] 
  The Torn- 
  [93-94] 
  The Venom- 
  [95-96] 
  The Vile- 
  [97-98] 
  The Wicked- 
  [99-00] 
  The Yellow- 
  
  Orcish Tribe Name Table 2:  Ending Fragment 
   
  [01-02] 
  Banes 
  [03-04] 
  Biters 
  [05-07] 
  Blades 
  [08-10] 
  Chewers 
  [11-13] 
  Claws 
  [14-16] 
  Cleavers 
  [17-19] 
  Drinkers 
  [20-22] 
  Eaters 
  [23-25] 
  Eye 
  [26-28] 
  Fangs 
  [29-31] 
  Flesh Renders 
  [32-34] 
  Gnashers 
  [35-37] 
  Hands 
  [38-40] 
  Horde 
  [41-43] 
  Knives 
  [44-46] 
  Leg Breakers 
  [47-49] 
  Maggots 
  [50-52] 
  Marauders 
  [53-55] 
  Moon (or Pyre) 
  [56-58] 
  Prowlers 
  [59-61] 
  Raiders 
  [62-64] 
  Reavers 
  [65-67] 
  Rippers 
  [68-70] 
  Rune 
  [71-73] 
  Scourge 
  [74-76] 
  Shredders 
  [77-79] 
  Slayers 
  [80-82] 
  Smashers 
  [83-85] 
  Soul Stealers 
  [86-88] 
  Spears 
  [89-91] 
  Stalkers 
  [92-94] 
  Talons 
  [95-97] 
  Tongues 
  [98-00] 
  Wretches 
   
  
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  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
  2 - 2 - 11 
  PASTORAL AND SHIRE-BRED LINEAGE NAMES 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Bagen 
  [02] 
  Baggin 
  [03] 
  Bankrim 
  [04] 
  Banks 
  [05] 
  Boff 
  [06] 
  Boffin 
  [07] 
  Bogor 
  [08] 
  Bogordell 
  [09] 
  Bolger 
  [10] 
  Bolgerun 
  [11] 
  Bracegirdle 
  [12] 
  Bracel 
  [13] 
  Brandin 
  [14] 
  Brandybuck 
  [15] 
  Brandyrun 
  [16] 
  Brock 
  [17] 
  Brockbottom 
  [18] 
  Brockhouse 
  [19] 
  Brown 
  [20] 
  Brownlocke 
  [21] 
  Bullroar 
  [22] 
  Bulm 
  [23] 
  Bunce 
  [24] 
  Buncerind 
  [25] 
  Burrow 
  [26] 
  Burrowfoot 
  [27] 
  Burrows 
  [28] 
  Butcher 
  [29] 
  Chubb 
  [30] 
  Chubren 
  
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  [31] 
  Claypipe 
  [32] 
  Clayrim 
  [33] 
  Cott 
  [34] 
  Cotton 
  [35] 
  Fairbairn 
  [36] 
  Fairweather 
  [37] 
  Flatiron 
  [38] 
  Gam 
  [39] 
  Gamgee 
  [40] 
  Gamling 
  [41] 
  Gold 
  [42] 
  Goldworth 
  [43] 
  Goodchild 
  [44] 
  Goodfellow 
  [45] 
  Goodrun 
  [46] 
  Greencloud 
  [47] 
  Greendell 
  [48] 
  Greenhand 
  [49] 
  Grubblon 
  [50] 
  Hain 
  [51] 
  Hayward 
  [52] 
  Hobb 
  [53] 
  Hobnob 
  [54] 
  Hornblower 
  [55] 
  Hornn 
  [56] 
  Idle 
  [57] 
  Idlewild 
  [58] 
  Long 
  [59] 
  Longhollow 
  [60] 
  Maggor 
  [61] 
  Maggot 
  [62] 
  Magin 
  [63] 
  Mugg 
  [64] 
  Mugwort 
  [65] 
  Oakes 
  [66] 
  Oakesrill 
  [67] 
  Overhill 
  [68] 
  Proud 
  [69] 
  Proudfoot 
  [70] 
  Roper 
  [71] 
  Rumble 
  [72] 
  Sackin 
  [73] 
  Sacklan 
  [74] 
  Sackville 
  [75] 
  Sand 
  [76] 
  Sandheaver 
  [77] 
  Scatter 
  [78] 
  Scattergold 
  
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  [79] 
  Small 
  [80] 
  Smallburrow 
  [81] 
  Smokehollow 
  [82] 
  Smokereed 
  [83] 
  Sundrim 
  [84] 
  Sunflower 
  [85] 
  Took 
  [86] 
  Tookfeather 
  [87] 
  Tookhollow 
  [88] 
  Tumble 
  [89-90] 
  Tumblefoot 
  [91-92] 
  Tunn 
  [93-94] 
  Tunnell 
  [95-96] 
  Underhill 
  [97-98] 
  Whit 
  [99-00] 
  Whitfoot 
   
  End of Step 2.  After you have chosen a family name, you can click the link below to 
  continue on to Step 3, selecting an epithet. 
   Continue to Step 3, Epithet Selection 
   
  ~ 
   
  2 - 3 
  STEP 3:  DETERMINING AN EPITHET 
   
  In addition to a given and family name, each character should have a distinctive 
  epithet, or nickname.  “Aric Oriflamme” for example does not sound quite as fun and 
  evocative as “Aric Oriflamme the Unready” … who sounds entirely different from “Aric 
  Oriflamme 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 should note that players, in general, want their characters to be seen as legendary 
  figures with fearsome names.  However, all-powerful heroes are not what the game is all 
  about.  The game is about daring individuals who eventually become superheroes and 
  arch-villains through years of derring-do, misadventure, brilliance and lucky breaks.  If 
  players name every character “the Mighty,” “the Magnificent” or “the Invincible,” the 
  hero trope gets very tired and a wonderful opportunity for fun and differentiation goes 
  unfulfilled. 
  
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  Instead of always relying on “cool” or “strong” epithets, you should also consider 
  ones which mark a character as flawed, underestimated, or simply weak and nasty.  
  Remember that an epithet is received from one’s friends, family, companions and 
  enemies … the nickname is 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. 
  With that being said, you can also give a character a very quick (and in my opinion, 
  uninteresting) epithet without rolling on the following tables.  Simply decide what 
  country, city, region or even direction the character’s family hails from, and leave it at 
  that.  You can then have characters such as “Aric of Celandine,” “Aric of the West” or 
  “Aric o’ Bywater.”  These epithets however are recommended for minor NPCs, not for 
  PCs or major NPCs, because again the more colorful epithets give the GM and players 
  insights into who each character really is. 
  Epithets embody the way that other people regard the character in question.  
  Therefore, these nicknames tend to focus on high ability scores, low ability scores, and 
  personality traits (which I have based on alignment, or personal ethos, as a matter of 
  convenience). 
   
  ~ 
   
  2 - 3 - 1 
  PERSONAL EPITHET DETERMINATION 
   
  As a rule of thumb, I recommend that you consider the following guidelines when 
  rolling for an epithet: 
  Above Average Characters:  If the character has one or more ability scores above 15, 
  then the epithet should be based on the highest ability score (Strength, Intelligence, 
  Wisdom, Dexterity, or Constitution).  If two scores are equally high, choose or determine 
  which ability to focus on randomly. 
   
  Step 3 Sub-Table Selection.  You can use these links as shortcuts to the appropriate 
  ephitet selection tables. 
   Epithets of High Strength 
   Epithets of High Intelligence 
   Epithets of High Wisdom 
  
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   Epithets of High Dexterity 
   Epithets of High Constitution 
   Epithets of High Charisma 
   
  Below Average Characters:  If the character does not have any ability scores above 
  15, and the character has any ability scores below 8, then the epithet should be based on 
  the lowest ability score.  If two scores are equally low, choose or determine which ability 
  to focus on randomly. 
   
  Step 3 Sub-Table Selection.  You can use these links as shortcuts to the appropriate 
  ephitet selection tables. 
   Epithets of Low Strength 
   Epithets of Low Intelligence 
   Epithets of Low Wisdom 
   Epithets of Low Dexterity 
   Epithets of Low Constitution 
   Epithets of Low Charisma 
   
  Less Exceptional Characters:  If all of the character’s ability scores are between 8 and 
  15 inclusive, then the epithet should be based on alignment. 
  60% of the time, the alignment-based epithet should be focused on the good-evil axis 
  (Evil, Good, or Neutral).
  40% of the time, the alignment-based epithet should be focused on the law-chaos axis 
  (Chaotic, Lawful, or Neutral). 
   
   
  Step 3 Sub-Table Selection.  You can use these links as shortcuts to the appropriate 
  ephitet selection tables. 
   Epithets of Chaos 
   Epithets of Law 
   Epithets of Neutrality 
   Epithets of Evil 
   Epithets of Good 
  
  132 | P a g e  
   
   
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  ~ 
   
  2 - 3 - 2 
  EPITHETS OF HIGH STRENGTH 
   
   
   
  Roll 1d100, and refer to the following table: 
   
  
  P a g e  | 133 
   
   
   
   
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  [01] 
  Barrel-House 
  [02] 
  Beast 
  [03] 
  Big-Fist 
  [04] 
  the Bastion 
  [05] 
  the Battering Ram 
  [06] 
  the Bear 
  [07] 
  the Beast 
  [08] 
  the Beastly 
  [09] 
  the Behemoth 
  [10] 
  the Bellowing 
  [11] 
  the Besieger 
  [12] 
  the Boar 
  [13] 
  the Bold 
  [14] 
  the Brawler 
  [15] 
  the Breaker 
  [16] 
  the Broad-Shouldered 
  [17] 
  the Bulky 
  [18] 
  the Bull 
  [19] 
  the Bullish 
  [20] 
  the Burly 
  [21] 
  the Colossal 
  [22] 
  the Conqueror 
  [23] 
  the Constricting 
  [24] 
  the Constrictor 
  [25] 
  the Crusher 
  [26] 
  the Daunting 
  [27] 
  the Destroyer 
  [28] 
  the Dominant 
  [29] 
  the Dominating 
  [30] 
  the Dominator 
  [31] 
  the Doughty 
  [32] 
  the Empowered 
  [33] 
  the Fang 
  [34] 
  the Fearsome 
  [35] 
  the Fist 
  [36] 
  the Foe Cleaver 
  [37] 
  the Forceful 
  [38] 
  the Formidable 
   
   
   
  
  134 | P a g e  
   
   
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  CASTLE OLDSKULL ~ DDE1 
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  [39] 
  the Gigantic 
  [40] 
  the Hammer 
  [41] 
  the Hammer-Fist 
  [42] 
  the Heavyweight 
  [43] 
  the Heroic 
  [44] 
  the Huge 
   
   
  
  136 | P a g e  
   
   
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  [45] 
  the Hulking 
  [46] 
  the Immense 
  [47] 
  the Immovable 
  [48] 
  the Imposing 
  [49] 
  the Impressive 
  [50] 
  the Indomitable 
  [51] 
  the Inexorable 
  [52] 
  the Intimidating 
  [53] 
  the Intimidator 
  [54] 
  the Jagannath or the 
  Juggernaut 
  [55] 
  the Lion 
  [56] 
  the Malleus 
  [57] 
  the Massive 
  [58] 
  the Maul 
  [59] 
  the Mighty 
  [60] 
  the Mighty-Thewed 
  [61] 
  the Minotaur 
  [62] 
  the Monstrous 
  [63] 
  the Mountain 
  [64] 
  the Muscular 
  [65] 
  the Ogrish 
  [66] 
  the Overmastering 
  [67] 
  the Overpowering 
  [68] 
  the Ox 
  [69] 
  the Potent 
  [70] 
  the Pounder 
  [71] 
  the Powerful or the Puissant 
  [72] 
  the Pulverizer 
  [73] 
  the Relentless 
  [74] 
  the Repeller 
  [75] 
  the Robust 
  [76] 
  the Rugged 
  [77] 
  the Shatterer 
  [78] 
  the Shield Breaker 
  [79] 
  the Shield Shatterer 
  [80] 
  the Shield Sunderer 
  [81] 
  the Shouter 
  [82] 
  the Siege Engine 
  [83] 
  the Skull Crusher 
  [84] 
  the Smasher 
  [85] 
  the Solid 
  [86] 
  the Stalwart 
  [87] 
  the Staunch 
  [88] 
  the Strapping 
  
  P a g e  | 137 
   
   
   
   
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  [89] 
  the Strong 
  [90] 
  the Subjugator 
  [91] 
  the Substantial 
  [92] 
  the Sunderer 
  [93] 
  the Tall 
  [94] 
  the Tower or the Towering 
  [95] 
  the Triumphant 
  [96] 
  the Tusk 
  [97] 
  the Unconquerable 
  [98] 
  the Unconquered 
  [99] 
  the Vanquisher 
  [00] 
  the Victorious 
   
   
  
  138 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 3 
  EPITHETS OF HIGH INTELLIGENCE 
   
   
   
  
  P a g e  | 139 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
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  Roll 1d100, and refer to the following table: 
   
  [01] 
  the Adept 
  [02] 
  the Alchemical 
  [03] 
  the All-Knowing 
  [04] 
  the Analytical 
  [05] 
  the Arcane 
  [06] 
  the Astute 
  [07] 
  the Bookish 
  [08] 
  the Bright 
  [09] 
  the Brilliant 
  [10] 
  the Calculating 
  [11] 
  the Clever 
  [12] 
  the Complicated 
  [13] 
  the Comprehending 
  [14] 
  the Contemplative 
  [15] 
  the Crafty 
  [16] 
  the Creative 
  [17] 
  the Cunning 
  [18] 
  the Deductive 
  [19] 
  the Deep-Minded 
  [20] 
  the Dreamer 
  [21] 
  the Dreaming 
  [22] 
  the Eldritch 
  [23] 
  the Erudite 
  [24] 
  the Gadgeteer 
  [25] 
  the Genius 
  [26] 
  the Gifted 
  [27] 
  the Imaginer 
  [28] 
  the Imagining 
  [29] 
  the Ingenious 
  [30] 
  the Innovative 
  [31] 
  the Innovator 
  [32] 
  the Intellectual 
  [33] 
  the Inventive 
  [34] 
  the Inventor 
  [35] 
  the Keen 
  [36] 
  the Knowing 
  [37] 
  the Knowledgeable 
  [38] 
  the Learned 
  [39] 
  the Logical 
  [40] 
  the Lucid 
  [41] 
  the Magister 
  [42] 
  the Master 
  [43] 
  the Masterful 
  [44] 
  the Mastermind 
  
  140 | P a g e  
   
   
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  [45-46] 
  the Navigator 
  [47-48] 
  the Perceptive 
  [49-50] 
  the Professor 
  [51-52] 
  the Professorial 
  [53-54] 
  the Profound 
  [55-56] 
  the Rational 
  [57-58] 
  the Reasonable 
  [59-60] 
  the Resourceful 
  [61-62] 
  the Sagely 
  [63-64] 
  the Savvy 
  [65-66] 
  the Schemer 
  [67-68] 
  the Scheming 
  [69-70] 
  the Scholar 
  [71-72] 
  the Scholarly 
  [73-74] 
  the Sharp 
  [75-76] 
  the Sharp-Witted 
  [77-78] 
  the Shrewd 
  [79-80] 
  the Skeptic 
  [81-82] 
  the Skeptical 
  [83-84] 
  the Sophisticated 
  [85-86] 
  the Studious 
  [87-88] 
  the Thoughtful 
  [89-90] 
  the Wily 
  [91-92] 
  the Wit 
  [93-94] 
  the Witty 
  [95-96] 
  the Wizardly 
  [97-98] 
  the Wizened 
  [99-00] 
  the Wondering 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  P a g e  | 141 
   
   
   
   
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  2 - 3 - 4 
  EPITHETS OF HIGH WISDOM 
   
   
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  the All-Seeing 
  [02] 
  the Ancient Soul 
  [03] 
  the Astute 
  [04] 
  the Beholder 
  [05] 
  the Cautious 
  [06] 
  the Disciplined 
  
  142 | P a g e  
   
   
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  [07] 
  the Discreet 
  [08] 
  the Enlightened 
  [09] 
  the Experienced 
  [10] 
  the Faithful 
  [11] 
  the Far-Sighted 
  [12] 
  the Hierophant 
  [13] 
  the Hierophantic 
  [14] 
  the Illumined 
  [15] 
  he Illuminator 
  [16] 
  the Incisive 
  [17] 
  the Insightful 
  [18] 
  the Inspired 
  [19] 
  the Intuitive 
  [20] 
  the Jaded 
  [21] 
  the Judicious 
  [22] 
  the Meditating 
  [23] 
  the Meditative 
  [24] 
  the Nigh Omniscient 
  [25] 
  the Omniscient 
  [26] 
  the Patient 
  [27] 
  the Perceptive 
  [28] 
  the Perspicacious 
  [29] 
  the Philosopher 
  [30] 
  the Philosophical 
  [31-32] 
  the Plotter 
  [33-34] 
  the Plotting 
  [35-36] 
  the Prescient 
  [37-38] 
  the Prophesied 
  [39-40] 
  the Prophesier 
  [41-42] 
  the Prophet 
  [43-44] 
  the Prophetic 
  [45-46] 
  the Prudent 
  [47-48] 
  the Reflective 
  [49-50] 
  the Revelatory 
  [51-52] 
  the Sagacious 
  [53-54] 
  the Sage 
  [55-56] 
  the Sagely 
  [57-58] 
  the Sarcastic 
  [59-60] 
  the Sardonic 
  [61-62] 
  the Scholarly 
  [63-64] 
  the Seer 
  [65-66] 
  the Sensible 
  [67-68] 
  the Sensical 
  [69-70] 
  the Serene 
  [71-72] 
  the Shrewd 
  [73-74] 
  the Sophic 
  [75-76] 
  the Sophist 
  [77-78] 
  the Sophister 
  
  P a g e  | 143 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [79-80] 
  the Soul Threader 
  [81-82] 
  the Soulful 
  [83-84] 
  the Spirit Walker 
  [85-86] 
  the Spirit Whisperer 
  [87-88] 
  the Spiritual 
  [89-90] 
  the Sublime 
  [91-92] 
  the Ubiquitous 
  [93-94] 
  the Visionary 
  [95-96] 
  the Wily 
  [97-98] 
  the Wise 
  [99-00] 
  The Worldly 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  144 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  ~ 
   
  2 - 3 - 5 
  EPITHETS OF HIGH DEXTERITY 
   
   
  
  P a g e  | 145 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Nimble Fingers 
  [02] 
  of the Wind 
  [03] 
  of the Zephyr 
  [04] 
  Shifty 
  [05] 
  the Accurate 
  [06] 
  the Acrobatic 
  [07] 
  the Adder 
  [08] 
  the Adept 
  [09] 
  the Adroit 
  [10] 
  the Agile 
  [11] 
  the Alert 
  [12] 
  the Archer 
   
   
   
  
  146 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [13] 
  the Artful Dodger 
  [14] 
  the Avoider 
  [15] 
  the Blade 
  [16] 
  the Blade Master 
  [17] 
  the Cat 
  [18] 
  the Catlike 
  [19] 
  the Coup de Grace 
  [20] 
  the Creeping 
  [21] 
  the Dagger 
  [22] 
  the Dancing 
  [23] 
  the Dangerous 
  [24] 
  the Deadly 
  [25] 
  the Deathly 
  [26] 
  the Deft 
  [27] 
  the Dextrous 
  [28] 
  the Dodger 
  [29] 
  the Duelist 
  [30] 
  the Elusive 
  [31] 
  the Ever-Shifting 
  [32] 
  the Exacting 
  [33] 
  the Feline 
  [34] 
  the Fleet-Footed 
  [35] 
  the Gimbling 
  [36] 
  the Graceful 
  [37] 
  the Hasty 
  [38] 
  the Hawk 
  [39] 
  the Heart Seeker 
  [40] 
  the Hurler 
  [41] 
  the Juggler 
  [42] 
  the Kleptomaniacal 
  [43] 
  the Lethal 
  [44] 
  the Lithe 
  [45] 
  the Lucky 
  [46] 
  the Nimble 
  [47] 
  the Panther 
  [48] 
  the Perilous 
  [49] 
  the Pilferer 
  [50] 
  the Poised 
  [51] 
  the Precise 
  [52] 
  the Prepared 
  [53] 
  the Proficient 
  [54] 
  the Quick 
  [55] 
  the Razor 
  [56] 
  the Ready 
  [57] 
  the Seeker 
  [58] 
  the Serpentine 
  [59] 
  the Skillful 
  [60] 
  the Skulking 
  
  P a g e  | 147 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [61] 
  the Sky Toucher 
  [62] 
  the Slinking 
  [63] 
  the Slippery 
  [64] 
  the Snaking 
  [65] 
  the Sneaking 
  [66] 
  the Spritely 
  [67] 
  the Steady 
  [68] 
  the Stealer 
  [69-70] 
  the Stealing 
  [71-72] 
  the Stealthy 
  [73-74] 
  the Swift 
  [75-76] 
  the Swift-Footed 
   
   
   
   
  
  148 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  [77-78] 
  the Unavoidable 
  [79-80] 
  the Unerring 
  [81-82] 
  the Untouchable 
  [83-84] 
  the Viper 
  [85-86] 
  the Viperous 
  [87-88] 
  the Vorpal 
  [89-90] 
  the Whirling 
  [91-92] 
  the Whorling 
  [93-94] 
  the Wind Dancer 
  [95-96] 
  the Wind Walker 
  [97-98] 
  the Zephyr 
  [99-00] 
  the Zephyr Treader 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 6 
  EPITHETS OF HIGH CONSTITUTION 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Steelheart 
  [02] 
  Steely 
  [03] 
  Stoutheart 
  [04] 
  the Adamant 
  [05] 
  the Adamantine 
  [06] 
  the Ale Guzzler 
  [07] 
  the Athletic 
  [08] 
  the Boisterous 
  [09] 
  the Dauntless 
  [10] 
  the Deathless 
  [11] 
  the Delver 
  [12] 
  the Doughty 
  [13] 
  the Dragon Seeker 
  [14] 
  the Driven 
  
  P a g e  | 149 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [15] 
  the Enduring 
  [16] 
  the Energetic 
  [17] 
  the Explorer 
  [18] 
  the Guzzler 
  [19] 
  the Hale 
  [20] 
  the Hale-Hearted 
  [21] 
  the Healthful 
  [22] 
  the Healthy 
  [23] 
  the Hearty 
  [24] 
  the Horizon Seeker 
  [25-26] 
  the Hunter 
  [27-28] 
  the Immortal 
  [29-30] 
  the Impervious 
  [31-32] 
  the Indefatigable 
  [33-34] 
  the Intrepid 
  [35-36] 
  the Invincible 
  [37-38] 
  the Invulnerable 
  [39-40] 
  the Lively 
  [41-42] 
  the Persevering 
  [43-44] 
  the Resilient 
  [45-46] 
  the Resistant 
  [47-48] 
  the Robust 
  [49-50] 
  the Rugged 
  [51-52] 
  the Staunch 
  [53-54] 
  the Staunch-Hearted 
  [55-56] 
  the Steadfast 
  [57-58] 
  the Stout 
  [59-60] 
  the Stout-Hearted 
  [61-62] 
  the Sturdy 
  [63-64] 
  the Survivor 
  [65-66] 
  the Tankard Lifter 
  [67-68] 
  the Tenacious 
  [69-70] 
  the Thick-Skinned 
  [71-72] 
  the Tireless 
  [73-74] 
  the Tough 
  [75-76] 
  the Treasure Hunter 
  [77-78] 
  the Treasure Seeker 
  [79-80] 
  the Unbreakable 
  [81-82] 
  the Unconquerable 
  [83-84] 
  the Undaunted 
  [85-86] 
  the Undefeated 
  [87-88] 
  the Undying 
  [89-90] 
  the Unstoppable 
  [91-92] 
  the Unvanquished 
  [93-94] 
  the Unyielding 
  [95-96] 
  the Vigorous 
  [97-98] 
  the Vital 
  [99-00] 
  the Young 
  
  150 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 7 
  EPITHETS OF HIGH CHARISMA 
   
   
   
  
  P a g e  | 151 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Gorgeous 
  [02] 
  Master 
  [03] 
  Silver-Tongue 
  [04] 
  the Agreeable 
  [05] 
  the Alluring 
  [06] 
  the Appealing 
  [07] 
  the Awe-Inspiring 
  [08] 
  the Beautiful 
  [09] 
  the Beguiler 
  [10] 
  the Beguiling 
  [11] 
  the Beloved 
  [12] 
  the Bewitcher 
  [13] 
  the Bewitching 
  [14] 
  the Captivating 
  [15] 
  the Charmer 
  [16] 
  the Charming 
  [17] 
  the Chosen 
  [18] 
  the Comely 
  [19] 
  the Commanding 
  [20] 
  the Compelling 
  [21] 
  the Courtly 
  [22] 
  the Enchanting 
  [23] 
  the Ennobled 
  [24] 
  the Enthralling 
  [25] 
  the Entrancer 
  [26] 
  the Entrancing 
  [27] 
  the Ethereal 
  [28] 
  the Exalted 
  [29] 
  the Exceptional 
  [30] 
  the Eye-Catching 
  [31] 
  the Fair 
  [32] 
  the Fairest 
  [33] 
  the Fascinating 
  [34] 
  the Fascinator 
  [35] 
  the Fetching 
  [36] 
  the Fortunate 
  [37] 
  the Gallant 
  [38] 
  the Gloried 
  [39] 
  the Glorious 
  [40] 
  the Gracious 
  [41] 
  the Handsome 
  [42] 
  the Honored 
  [43] 
  the Hypnotic 
  [44] 
  the Hypnotist 
  
  152 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [45] 
  the Immaculate 
  [46] 
  the Imperious 
  [47] 
  the Impressive 
  [48] 
  the Imposing 
  [49] 
  the Incredible 
  [50] 
  the Influencer 
  [51] 
  the Influential 
  [52] 
  the Inspiring 
   
   
  
  P a g e  | 153 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  [53] 
  the Irresistible 
  [54] 
  the Laughing 
  [55] 
  the Lofty 
  [56] 
  the Lordly 
  [57] 
  the Lucky 
  [58] 
  the Mesmerist 
  [59] 
  the Mesmerizer 
  [60] 
  the Mesmerizing 
  [61] 
  the Noble 
  [62] 
  the Persuader 
  [63] 
  the Persuasive 
  [64] 
  the Pleasant 
  [65] 
  the Pleasing 
  [66] 
  the Quintessential 
  [67] 
  the Radiant 
  [68] 
  the Regal 
  [69] 
  the Remarkable 
  [70] 
  the Respected 
  [71] 
  the Resplendent 
  [72] 
  the Revered 
  [73-74] 
  the Silken 
  [75-76] 
  the Silky 
  [77-78] 
  the Stately 
  [79-80] 
  the Statuesque 
  [81-82] 
  the Stunning 
  [83-84] 
  the Supreme 
  [85-86] 
  the Tempter 
  [87-88] 
  the Transcendent 
  [89-90] 
  the Unearthly 
  [91-92] 
  the Unforgettable 
  [93-94] 
  the Vain 
  [95-96] 
  the Vainglorious 
  [97-98] 
  the Winning 
  [99-00] 
  the Witcher 
   
   
   
  
  154 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  P a g e  | 155 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  2 - 3 - 8 
  EPITHETS OF LOW STRENGTH 
   
  Roll 1d100, and refer to the following table: 
   
  [01-02] 
  Elder 
  [03-04] 
  Little 
  [05-06] 
  the Aged 
  [07-08] 
  the Bony 
  [09-10] 
  the Decrepit 
  [11-12] 
  the Defeated 
  [13-14] 
  the Defenseless 
  [15-16] 
  the Eld 
  [17-18] 
  the Elder 
  [19-20] 
  the Eldest 
  [21-22] 
  the Enfeebled 
  [23-24] 
  the Faltering 
  [25-26] 
  the Feeble 
  [27-28] 
  the Flabby 
  [29-30] 
  the Forceless 
  [31-32] 
  the Fragile 
  [33-34] 
  the Frail 
  [35-36] 
  the Gaunt 
  [37-38] 
  the Helpless 
  [39-40] 
  the Impotent 
  [41-42] 
  the Impuissant 
  [43-44] 
  the Inadequate 
  [45-46] 
  the Incapable 
  [47-48] 
  the Ineffectual 
  [49-50] 
  the Inferior 
  [51-52] 
  the Infirm 
  [53-54] 
  the Insignificant 
  [55-56] 
  the Insubstantial 
  [57-58] 
  the Mouse 
  [59-60] 
  the Old 
  [61-62] 
  the Pathetic 
  [63-64] 
  the Powerless 
  [65-66] 
  the Puny 
  [67-68] 
  the Raw-Boned 
  [69-70] 
  the Scraggy 
  [71-72] 
  the Scrawny 
  [73-74] 
  the Shaky 
  [75-76] 
  the Short 
  
  156 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [77-78] 
  the Small 
  [79-80] 
  the Soft 
  [81-82] 
  the Spindly 
  [83-84] 
  the Strengthless 
  [85-86] 
  the Underweight 
  [87-88] 
  the Unimpressive 
  [89-90] 
  the Unprotected 
  [91-92] 
  the Unsound 
  [93-94] 
  the Vulnerable 
  [95-96] 
  the Wavering 
  [97-98] 
  the Weak 
  [99-00] 
  the Wee 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 9 
  EPITHETS OF LOW INTELLIGENCE 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Blockhead 
  [02] 
  Sackful o' Hammers 
  [03] 
  the Addlebrained 
  [04] 
  the Amnesiac 
  [05] 
  the Baffled 
  [06] 
  the Brainless 
  [07] 
  the Catatonic 
  [08] 
  the Challenged 
  [09] 
  the Clueless 
  [10] 
  the Confused 
  [11] 
  the Dazed 
  [12] 
  the Deficient 
  [13] 
  the Dense 
  [14] 
  the Dim 
  [15] 
  the Dim-Wit 
  [16] 
  the Dim-Witted 
  
  P a g e  | 157 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [17] 
  the Distracted 
  [18] 
  the Dolt 
  [19] 
  the Doltish 
  [20] 
  the Dopish 
  [21] 
  the Dull 
  [22] 
  the Dull-Wit 
  [23] 
  the Dull-Witted 
  [24] 
  the Dumb 
  [25] 
  the Feebleminded 
  [26] 
  the Forgetful 
  [27] 
  the Futile 
  [28] 
  the Gullible 
  [29] 
  the Half-Wit 
  [30] 
  the Half-Witted 
  [31] 
  the Idiot 
  [32] 
  the Idiotic 
  [33] 
  the Ill-Advised 
  [34] 
  the Illogical 
  [35] 
  the Imbecile 
  [36] 
  the Imbecilic 
  [37] 
  the Inane 
  [38] 
  the Insensate 
  [39] 
  the Irrelevant 
  [40] 
  the Mindless 
  [41] 
  the Moron 
  [42] 
  the Moronic 
  [43-44] 
  the Naïve 
  [45-46] 
  the Numb-Skulled 
  [47-48] 
  the Numbskull 
  [49-50] 
  the Oblivious 
  [51-52] 
  the Obtuse 
  [53-54] 
  the Pea-Brain 
  [55-56] 
  the Pea-Brained 
  [57-58] 
  the Pointless 
  [59-60] 
  the Preposterous 
  [61-62] 
  the Puerile 
  [63-64] 
  the Senile 
  [65-66] 
  the Short-Sighted 
  [67-68] 
  the Simple 
  [69-70] 
  the Simple-Minded 
  [71-72] 
  the Simpleton 
  [73-74] 
  the Slow 
  [75-76] 
  the Slow-Witted 
  [77-78] 
  the Stolid 
  [79-80] 
  the Stupefied 
  [81-82] 
  the Stupid 
  [83-84] 
  the Superfluous 
  [85-86] 
  the Thick-Wit 
  
  158 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [87-88] 
  the Thick-Witted 
  [89-90] 
  the Thoughtless 
  [91-92] 
  the Thunderstruck 
  [93-94] 
  the Unthinking 
  [95-96] 
  the Witless 
  [97-98] 
  the Woolgatherer 
  [99-00] 
  the Woolgathering 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 10 
  EPITHETS OF LOW WISDOM 
   
  Roll 1d100, and refer to the following table: 
   
   
  [05-06] 
  the Astray 
  [07-08] 
  the Cretin 
  [09-10] 
  the Cretinous 
  [11-12] 
  the Daft 
  [13-14] 
  the Faithless 
  [15-16] 
  the Fool 
  [17-18] 
  the Foolish 
  [19-20] 
  the Gullible 
  [21-22] 
  the Imbecile 
  [23-24] 
  the Imbecilic 
  [25-26] 
  the Impatient 
  [27-28] 
  the Imprudent 
  [29-30] 
  the Impulsive 
  [31-32] 
  the Incomprehensible 
  [33-34] 
  the Inexperienced 
  [35-36] 
  the Insecure 
  [37-38] 
  the Insensible 
  [39-40] 
  the Insolent 
  
  P a g e  | 159 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [41-42] 
  the Irrational 
  [43-44] 
  the Irresolute 
  [45-46] 
  the Lost 
  [47-48] 
  the Ludicrous 
   
   
   
   
  
  160 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  [01-02] 
  Simple 
  [03-04] 
  the Absurd 
  [49-50] 
  the Misled 
  [51-52] 
  the Nonsensical 
  [53-54] 
  the Obtuse 
  [55-56] 
  the Preposterous 
  [57-58] 
  the Rash 
  [59-60] 
  the Reckless 
  [61-62] 
  the Ridiculed 
  [63-64] 
  the Ridiculous 
  [65-66] 
  the Senseless 
  [67-68] 
  the Shallow 
  [69-70] 
  the Shortsighted 
  [71-72] 
  the Simpleton 
  [73-74] 
  the Sophomoric 
  [75-76] 
  the Tomfool 
  [77-78] 
  the Unaware 
  [79-80] 
  the Undisciplined 
  [81-82] 
  the Unfound 
  [83-85] 
  the Uninspired 
  [86-88] 
  the Unintuitive 
  [89-91] 
  the Unlearned 
  [92-94] 
  the Unreasonable 
  [95-97] 
  the Unwise 
  [98-00] 
  the Weak-Willed 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  P a g e  | 161 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  2 - 3 - 11 
  EPITHETS OF LOW DEXTERITY 
   
   
   
  Roll 1d100, and refer to the following table: 
   
  
  162 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [01-02] 
  All Thumbs 
  [03-04] 
  Ham-Fisted 
  [05-06] 
  Lumbering 
  [07-08] 
  Nine Fingers 
  [09-10] 
  Staggering 
  [11-12] 
  Stumbling 
  [13-14] 
  the Awkward 
  [15-16] 
  the Blind 
  [17-18] 
  the Bloated 
  [19-20] 
  the Blundering 
  [21-22] 
  the Bumbling 
  [23-24] 
  the Clumsy 
  [25-26] 
  the Corpulent 
  [27-28] 
  the Crippled 
  [29-30] 
  the Crooked 
  [31-32] 
  the Deformed 
  [33-34] 
  the Dragging 
  [35-36] 
  the Empty-Handed 
  [37-38] 
  the Fat 
  [39-40] 
  the Gnarled 
  [41-42] 
  the Graceless 
  [43-44] 
  the Hamstrung 
  [45-46] 
  the Hobbling 
  [47-48] 
  the Imbalanced 
  [49-50] 
  the Imperiled 
  [51-52] 
  the Imprecise 
  [53-54] 
  the Incompetent 
  [55-56] 
  the Inelegant 
  [57-58] 
  the Inept 
  [59-60] 
  the Laggard 
  [61-62] 
  the Lame 
  [63-64] 
  the Laughable 
  [65-66] 
  the Limping 
  [67-68] 
  the Maladroit 
  [69-70] 
  the Mangled 
  [71-72] 
  the Plodding 
  [73-74] 
  the Ponderous 
  [75-76] 
  the Slow 
  [77-78] 
  the Slug 
  [79-80] 
  the Sluggish 
  [81-82] 
  the Uncoordinated 
  [83-84] 
  the Unfortunate 
  [85-86] 
  the Ungainly 
  [87-88] 
  the Unlucky 
  [89-91] 
  the Unmoving 
  [92-94] 
  the Unsteady 
  [95-97] 
  Tipsy 
  [98-00] 
  Totterng 
  
  P a g e  | 163 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  164 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  ~ 
   
  2 - 3 - 12 
  EPITHETS OF LOW CONSTITUTION 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Jittery 
  [02] 
  Ramshackle 
  [03] 
  Shaky 
  [04] 
  Sleepy 
  [05] 
  Slumbering 
  [06] 
  the Ailing 
  [07] 
  the Ashen 
  [08] 
  the Asphytic 
  [09] 
  the Bloodless 
  [10] 
  the Breathless 
  [11] 
  the Brittle 
  [12] 
  the Broken 
  [13] 
  the Cadaverous 
  [14] 
  the Conquered 
  [15] 
  the Debilitated 
  [16] 
  the Decayed 
  [17] 
  the Decaying 
  [18] 
  the Decrepit 
  [19] 
  the Defeated 
  [20] 
  the Deteriorated 
  [21] 
  the Diseased 
  [22] 
  the Doomed 
  [23] 
  the Dying 
  [24] 
  the Emaciated 
  [25] 
  the Embrittled 
  [26] 
  the Exsanguined 
  [27] 
  the Faint 
  [28] 
  the Festering 
  [29] 
  the Fragile 
  [30] 
  the Frail 
  [31] 
  the Gangrenous 
  [32] 
  the Gaunt 
  [33] 
  the Hag-Ridden 
  [34] 
  the Haggard 
  
  P a g e  | 165 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [35] 
  the Hungerer 
  [36] 
  the Hungry 
  [37] 
  the Ictal 
  [38] 
  the Idle 
  [39] 
  the Imperiled 
  [40] 
  the Inactive 
  [41] 
  the Infested 
  [42] 
  the Infirm 
  [43] 
  the Jaundiced 
  [44] 
  the Lazy 
  [45] 
  the Lethargic 
  [46] 
  the Maggoty 
  [47] 
  the Necrotic 
  [48] 
  the Noxious 
  [49] 
  the Pale 
  [50] 
  the Palest 
  [51] 
  the Pallid 
  [52] 
  the Pest-Ridden 
  [53] 
  the Plague-Ridden 
  [54] 
  the Plagued 
  [55] 
  the Quavering 
  [56] 
  the Ruined 
  [57] 
  the Scabrous 
  [58] 
  the Scarred 
  [59] 
  the Shattered 
  [60] 
  the Shivering 
  [61] 
  the Sickly 
  [62] 
  the Skeletal 
  [63] 
  the Sloth 
  [64] 
  the Slothful 
  [65] 
  the Susceptible 
  [66] 
  the Tortured 
  [67] 
  the Trembling 
  [68] 
  the Tremulous 
  [69] 
  the Tumorous 
  [70] 
  the Turgid 
  [71] 
  the Twitching 
  [72] 
  the Unfit 
  [73] 
  the Unhealthy 
  [74] 
  the Unready 
  [75] 
  the Unsound 
  [76] 
  the Unwell 
  [77-78] 
  the Vanquished 
  [79-80] 
  the Wasted 
  [81-82] 
  the Wasting 
  [83-84] 
  the Weary 
  [85-86] 
  the Wheezer 
  [87-88] 
  the Wheezing 
  
  166 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [89-90] 
  the Whited 
  [91-92] 
  the Withered 
  [93-94] 
  the Withering 
  [95-96] 
  the World-Worn 
  [97-98] 
  the Worn 
  [99-00] 
  Tumbledown 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 13 
  EPITHETS OF LOW CHARISMA 
   
   
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  the Abhorrent 
  [02] 
  the Appalling 
  
  P a g e  | 167 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [03] 
  the Artless or the Babbling 
  [04] 
  the Bald 
  [05] 
  the Barbaric 
  [06] 
  the Bastard 
  [07] 
  the Blistered 
  [08] 
  the Boor 
  [09] 
  the Boorish 
  [10] 
  the Brute 
  [11] 
  the Brutish 
  [12] 
  the Buboed 
  [13] 
  the Charnel 
  [14] 
  the Crass 
  [15] 
  the Crude 
  [16] 
  the Despised 
  [17] 
  the Disfigured 
  [18] 
  the Disgusting 
  [19] 
  the Distasteful 
  [20] 
  the Dog 
  [21] 
  the Drunk 
  [22] 
  the Exiled 
  [23] 
  the Feral 
  [24] 
  the Filthy 
  [25] 
  the Forgettable 
  [26] 
  the Forgotten 
  [27] 
  the Foul 
  [28] 
  the Gross 
  [29] 
  the Grotesque 
  [30] 
  the Gruesome 
  [31] 
  the Hairy 
  [32] 
  the Hideous 
  [33] 
  the Homely 
  [34] 
  the Horrid 
  [35] 
  the Hunchback 
  [36] 
  the Hunchbacked 
  [37] 
  the Ill-Tempered 
  [38] 
  the Illegitimate 
  [39] 
  the Incoherent 
  [40] 
  the Indignant 
  [41] 
  the Insectile 
  [42] 
  the Intolerable 
  [43] 
  the Irascible 
  [44] 
  the Irritating 
  [45] 
  the Jumentous 
  [46] 
  the Loathed One 
  [47] 
  the Loathsome 
  [48] 
  the Low 
  [49] 
  the Lowly 
  [50] 
  the Meeping 
  
  168 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [51] 
  the Misbegotten 
  [52] 
  the Mouldering 
  [53] 
  the Nasty 
  [54] 
  the Nauseating 
  [55] 
  the Obnoxious 
  [56] 
  the Odiferous 
  [57] 
  the Odious 
  [58] 
  the Offensive 
  [59] 
  the Pungent 
  [60] 
  the Putrid 
  [61] 
  the Rancid 
  [62] 
  the Rank 
  [63] 
  the Reeking 
  [64] 
  the Repellent 
  [65] 
  the Repugnant 
  [66] 
  the Repulsive 
  [67] 
  the Revolting 
  [68] 
  the Rude 
  [69] 
  the Rugose 
  [70] 
  the Scarred 
  [71] 
  the Shrew 
  [72] 
  the Sickening 
  [73] 
  the Squalid 
  [74] 
  the Squamous 
  [75] 
  the Stammer 
  [76] 
  the Stench-Ridden 
  [77] 
  the Stinking 
  [78] 
  the Superfluous 
  [79] 
  the Ugly 
  [80] 
  the Unappealing 
  [81] 
  the Unattractive 
  [82] 
  the Uncalled For 
  [83] 
  the Uncharismatic 
  [84] 
  the Unclean 
  [85] 
  the Uncouth 
  [86] 
  the Unforgiven 
  [87] 
  the Unforgivable 
  [88] 
  the Unfortunate 
  [89] 
  the Unlikable 
  [90] 
  the Unloved 
  [91] 
  the Unpleasant 
  [92] 
  the Unrespected 
  [93] 
  the Unsightly 
  [94] 
  the Unsought 
  [95] 
  the Unwanted 
  [96] 
  the Unwelcome 
  [97] 
  the Vile 
  [98] 
  the Vomitous 
  
  P a g e  | 169 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [99] 
  the Weevil 
  [00] 
  the Wretched 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  170 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  2 - 3 - 14 
  EPITHETS OF CHAOS 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Devious 
  [02] 
  Lone 
  [03] 
  of the Pale 
  [04] 
  Shifty 
  [05] 
  Silent 
  [06] 
  the Abandoned 
  [07] 
  the Aberrant 
  [08] 
  the Aimless 
  [09] 
  the Arbitrary 
  [10] 
  the Baffling 
  [11] 
  the Brazen 
  [12] 
  the Capricious 
  [13] 
  the Chaotic 
  [14] 
  the Charlatan 
  [15] 
  the Chimeric 
  [16] 
  the Chimeric 
  [17] 
  the Chthonic 
  [18] 
  the Cultic 
  [19] 
  the Cultist 
  [20] 
  the Deceiver 
  [21] 
  the Discordant 
  [22] 
  the Enigmatic 
  [23] 
  the Enshrouded 
  [24] 
  the Erratic 
  [25] 
  the Faceless 
  [26] 
  the Fickle 
  [27] 
  the Fox 
  [28] 
  the Free 
  [29] 
  the Free-Hearted 
  [30] 
  the Hasturian 
  [31] 
  the Hidden 
  [32] 
  the Howling 
  [33] 
  the Idolater 
  [34] 
  the Law-Breaker 
  [35] 
  the Libertine 
  [36] 
  the Mad 
  [37] 
  the Manxome 
  [38] 
  the Mercurial 
  
  P a g e  | 171 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [39] 
  the Mountebank 
  [40] 
  the Mysterious 
  [41] 
  the Nebulous 
  [42] 
  the Obscure 
  [43] 
  the Occult 
  [44] 
  the Opportunistic 
  [45] 
  the Opposer 
  [46] 
  the Overthrower 
  [47] 
  the Perplexing 
  [48] 
  the Phantaste 
  [49] 
  the Phantastic 
  [50] 
  the Puzzling 
  [51] 
  the Random 
  [52] 
  the Rabble-Rouser 
   
   
   
   
  [53] 
  the Rebellious 
  [54] 
  the Refuser 
  [55] 
  the Restless 
  [56] 
  the Riddling 
  
  172 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [57] 
  the Secretive 
  [58] 
  the Shadowed 
  [59] 
  the Shrouded One 
  [60] 
  the Storm Bringer 
  [61] 
  the Suspicious 
  [62] 
  the Talismanic 
  [63] 
  the Tempest 
  [64] 
  the Tempestuous 
  [65] 
  the Tenebrous 
  [66] 
  the Trickster 
  [67] 
  the Turbulent 
  [68] 
  the Umbral 
  [69] 
  the Unbeheld 
  [70] 
  the Unbeliever 
  [71] 
  the Unceremonious 
  [72] 
  the Uncertain 
  [73-74] 
  the Unfound 
  [75-76] 
  the Unknowable 
  [77-78] 
  the Unknown 
  [79-80] 
  the Unpredictable 
  [81-82] 
  the Unruly 
  [83-84] 
  the Unspoken 
  [85-86] 
  the Untamed 
  [87-88] 
  the Veiled 
  [89-90] 
  the Voyager 
  [91-92] 
  the Wanderer 
  [93-94] 
  the Wavering 
  [95-96] 
  the Wild 
  [97-98] 
  the Yellow 
  [99-00] 
  the Yuggothian 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  P a g e  | 173 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  2 - 3 - 15 
  EPITHETS OF LAW 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  of the Edict 
  [02] 
  of the Order 
  [03] 
  the Adjudicator 
  [04] 
  the Assured 
  [05] 
  the Austere 
  [06] 
  the Authoritarian 
  [07] 
  the Authoritative 
  [08] 
  the Believer 
  [09] 
  the Bold 
  [10] 
  the Brooding 
  [11] 
  the Codifier 
  [12] 
  the Commanding 
  [13] 
  the Compeller 
  [14] 
  the Daring 
  [15] 
  the Demanding 
  [16] 
  the Dignified 
  [17] 
  the Diligent 
  [18] 
  the Distinguished 
  [19] 
  the Dominant 
  [20] 
  the Domineering 
  [21] 
  the Draconian 
  [22] 
  the Enforcer 
  [23] 
  the Fanatic 
  [24] 
  the Fanatical 
  [25] 
  the Forbidding 
  [26] 
  the Grave 
  [27] 
  the Harsh 
  [28] 
  the Iconoclast 
  [29] 
  the Imposing 
  [30] 
  the Inflexible 
  [31] 
  the Iron-Fisted 
  [32] 
  the Iron-Handed 
  [33] 
  the Judgmental 
  [34] 
  the Just 
  [35] 
  the Justice Bringer 
  [36] 
  the Justiciar 
  [37] 
  the Justifier 
  [38] 
  the Law Bringer 
  
  174 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [39-40] 
  the Law-Abiding 
  [41-42] 
  the Lawful 
  [43-44] 
  the Magisterial 
  [45-46] 
  the Magistrate 
  [47-48] 
  the Manipulator 
  [49-50] 
  the Militant 
  [51-52] 
  the Oath Keeper 
  [53-54] 
  the Outspoken 
  [55-56] 
  the Portentous 
  [57-58] 
  the Preacher 
  [59-60] 
  the Principled 
  [61-62] 
  the Proud 
  [63-64] 
  the Purposeful 
  [65-66] 
  the Respected 
  [67-68] 
  the Reverent 
  [69-70] 
  the Rigorous 
  [71-72] 
  the Sacrificer 
  [73-74] 
  the Sacrificing 
  [75-76] 
  the Sanctimonious 
  [77-78] 
  the Severe 
  [79-80] 
  the Solemn 
  [81-82] 
  the Somber 
  [83-84] 
  the Stern 
  [85-86] 
  the Strict 
  [87-88] 
  the Successor 
  [89-90] 
  the Unforgiving 
  [91-92] 
  the Unwavering 
  [93-94] 
  the Warden 
  [95-96] 
  the Vigilant 
  [97-98] 
  the Zealot 
  [99-00] 
  the Zealous 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
   
  
  P a g e  | 175 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  2 - 3 - 16 
  EPITHETS OF NEUTRALITY 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Crimson 
  [02] 
  Lone Wolf 
  [03] 
  Red 
  [04] 
  of the Balance 
  [05] 
  of the Grove 
  [06] 
  of the Holt 
  [07] 
  the Alone 
  [08] 
  the Aloof 
  [09] 
  the Ambassadorial 
  [10] 
  the Anchorite 
  [11] 
  the Asylum Seeker 
  [12] 
  the Banished 
  [13] 
  the Blue 
  [14] 
  the Brown 
  [15] 
  the Burgundy 
  [16] 
  the Calm 
  [17] 
  the Cerulean 
  [18] 
  the Conciliator 
  [19] 
  the Concordant 
  [20] 
  the Concordian 
  [21] 
  the Diplomat 
  [22] 
  the Diplomatic 
  [23] 
  the Dispassionate 
  [24] 
  the Emerald 
  [25] 
  the Emissary 
  [26] 
  the Equitable 
  [27] 
  the Eremite 
  [28] 
  the Evenhanded 
  [29] 
  the Exile 
  [30] 
  the Exiled 
  [31-32] 
  the Fair 
  [33-34] 
  the Fair-Minded 
  [35-36] 
  the Fearless 
  [37-38] 
  the Gray 
  [39-40] 
  the Graymalkin 
  [41-42] 
  the Green 
  [43-44] 
  the Grey 
  [45-46] 
  the Grimalkin 
  
  176 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [47-48] 
  the Herald 
  [49-50] 
  the Hermit 
   
   
   
  [51-52] 
  the Impartial 
  [53-54] 
  the Mild 
  [55-56] 
  the Negotiator 
  [57-58] 
  the Nirvana Seeker 
  [59-60] 
  the Outsider 
  [61-62] 
  the Peaceful 
  [63-64] 
  the Peacemaker 
  [65-66] 
  the Pillarine 
  [67-68] 
  the Placid 
  [69-70] 
  the Reasonable 
  
  P a g e  | 177 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [71-72] 
  the Reconciler 
  [73-74] 
  the Red 
  [75-76] 
  the Redeemed 
  [77-78] 
  the Scarlet 
  [79-80] 
  the Serene 
  [81-82] 
  the Solitary 
  [83-84] 
  the Tolerant 
  [85-86] 
  the Tranquil 
  [87-88] 
  the Unaligned 
  [89-90] 
  the Uncommitted 
  [91-92] 
  the Unconcerned 
  [93-94] 
  the Uncontesting 
  [95-96] 
  the Undecided 
  [97-98] 
  the Untouched 
  [99-00] 
  the Vermilion 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 17 
  EPITHETS OF EVIL 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  Bane Bringer 
  [02] 
  Black or Black-Heart 
  [03] 
  Bloody 
  [04] 
  Dire or Dread 
  [05] 
  Gloom-Hearted 
  [06] 
  Grim 
  [07] 
  the Abominable 
  [08] 
  the Abyssal or the Accursed 
  [09] 
  the Acheronean 
  [10] 
  the Annihilator 
  [11] 
  the Atrocious 
  [12] 
  the Beheader 
  
  178 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [13] 
  the Black or the Blackguard 
  [14] 
  the Blasphemer or the 
  Blasphemous 
  [15] 
  the Bloodthirsty 
  [16] 
  the Brutal 
  [17] 
  the Cackler or the Cackling 
  [18] 
  the Callous 
   
   
   
  [19] 
  the Corrupted or the 
  Corruptor 
  [20] 
  the Cruel 
  [21] 
  the Damned 
  [22] 
  the Dark 
  
  P a g e  | 179 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [23] 
  the Deathly 
  [24] 
  the Decimator or the 
  Decapitator 
  [25] 
  the Defiled or the Defiler 
  [26] 
  the Demon Worshipper or 
  the Demoniac 
  [27] 
  the Depraved 
  [28] 
  the Desolate or the 
  Despicable 
  [29] 
  the Devil Worshipper or the 
  Diabolic 
  [30] 
  the Doom Bringer 
  [31] 
  the Enslaver or the Enthraller 
  [32] 
  the Evil 
  [33] 
  the Eviscerator 
  [34] 
  the Executioner 
  [35] 
  the Flayer 
  [36] 
  the Foul 
  [37] 
  the Funereal 
  [38] 
  the Ghastly or the Ghoulish 
  [39] 
  the Gorgonian 
  [40] 
  the Hasturian 
  [41] 
  the Hated or the Hateful 
  [42] 
  the Heartless 
  [43] 
  the Heretic 
  [44] 
  the Horrible 
  [45] 
  the Immolator 
  [46] 
  the Impaler 
  [47] 
  the Impious 
  [48] 
  the Impure 
  [49] 
  the Infernal 
  [50] 
  the Insane 
  [51] 
  the Insidious 
  [52] 
  the Kin Slayer 
  [53] 
  the Lamprey or the Leech 
  [54] 
  the Macabre 
  [55] 
  the Mad 
  [56] 
  the Maggot 
  [57] 
  the Malevolent or the 
  Malicious 
  [58] 
  the Malign 
  [59] 
  the Malignant 
  [60] 
  the Mausolean 
  [61] 
  the Mephistophelean 
  [62] 
  the Mephitic 
  [63] 
  the Merciless 
  [64] 
  the Monstrous 
  
  180 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
   
  [65] 
  the Necrophagous 
  [66] 
  the Nefarious 
  [67] 
  the Nemesis 
  [68] 
  the Nightmarish 
  [69] 
  the Oath Breaker 
  [70] 
  the Oneirodynian 
  [71] 
  the Pandemoniacal 
  [72] 
  the Perfidious 
  [73] 
  the Pestilent 
  [74] 
  the Poisoner 
  [75] 
  the Procrustean 
  [76] 
  the Rat 
  [77] 
  the Reaper 
  [78] 
  the Ruiner 
  [79] 
  the Ruinous 
  [80] 
  the Ruthless 
  
  P a g e  | 181 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [81] 
  the Savage 
  [82] 
  the Sepulchral 
  [83] 
  the Shameful 
  [84] 
  the Slayer 
  [85] 
  the Slithering 
  [86] 
  the Slithy 
  [87] 
  the Stygian 
  [88] 
  the Terrible 
  [89] 
  the Torturer 
  [90] 
  the Treacherous 
  [91] 
  the Tyrannical 
  [92] 
  the Unfeeling 
  [93] 
  the Unforgiven 
  [94] 
  the Unforgiving 
  [95] 
  the Unhallowed 
  [96] 
  the Unholy 
  [97] 
  the Vicious 
  [98] 
  the Vile 
  [99] 
  the Villainous 
  [00] 
  the Wicked 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 3 - 18 
  EPITHETS OF GOOD 
   
  Roll 1d100, and refer to the following table: 
   
  [01] 
  the Argent 
  [02] 
  the Ascendant 
  [03] 
  the Benevolent 
  [04] 
  the Benign 
  [05] 
  the Blameless 
  [06] 
  the Blessed 
  [07] 
  the Brave 
  [08] 
  the Caring 
  
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  [09] 
  the Chaste 
  [10] 
  the Chivalrous 
  [11] 
  the Compassionate 
  [12] 
  the Courageous 
  [13] 
  the Defender 
  [14] 
  the Devic 
  [15] 
  the Exemplar 
  [16] 
  the Exemplary 
  [17] 
  the Forgiving 
  [18] 
  the Gallant 
  [19] 
  the Generous 
  [20] 
  the Gentle 
  [21] 
  the Good 
  [22] 
  the Gracious 
  [23] 
  the Great 
  [24] 
  the Guardian 
  [25] 
  the Hallowed 
  [26] 
  the Harmonious 
  [27] 
  the Helpful 
  [28] 
  the Holy 
  [29] 
  the Honest 
  [30] 
  the Honorable 
  [31] 
  the Hope Bringer 
  [32] 
  the Hopeful 
  [33] 
  the Idealist 
  [34] 
  the Irreproachable 
  [35] 
  the Joyous 
  [36] 
  the Just 
  [37] 
  the Kind 
  [38] 
  the Light 
  [39-40] 
  the Loyal 
  [41-42] 
  the Magnanimous 
  [43-44] 
  the Merciful 
  [45-46] 
  the Mercy Bringer 
  [47-48] 
  the Meritorious 
  [49-50] 
  the Modest 
  [51-52] 
  the Peerless 
  [53-54] 
  the Pious 
  [55-56] 
  the Protector 
  [57-58] 
  the Pure 
  [59-60] 
  the Purifier 
  [61-62] 
  the Redeemed 
  [63-64] 
  the Redeemer 
  [65-66] 
  the Reliable 
  [67-68] 
  the Righteous 
  [69-70] 
  the Sacred 
  [71-72] 
  the Sanctified 
  [73-74] 
  the Silver 
  
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  [75-76] 
  the Sincere 
  [77-78] 
  the Temperate 
  [79-80] 
  the Trustworthy 
  [81-82] 
  the Truthful 
  [83-84] 
  the Unifier 
  [85-86] 
  the Uniter 
  [87-88] 
  the Upright 
  [89-90] 
  the Valiant 
  [91-92] 
  the Valorous 
  [93-94] 
  the Vigilant 
  [95-96] 
  the Virtuous 
  [97-98] 
  the White 
  [99-00] 
  the Worthy 
   
  End of Step 3.  After you have chosen an epithet, you can click the link below to 
  continue on to Step 4, crafting the name. 
   Continue to Step 4, Name Crafting 
   
  ~ 
   
  2 - 4 
  STEP 4:  CRAFTING THE NAME 
   
  If you dislike any of the major aspects of your character’s name — be it the first name, 
  the family name, or the epithet — you should reroll them, or come up with something 
  similar that is more appealing.  This is especially true of lawful and chaotic epithets, for 
  example, where the defining principle indicated by a random roll might not sit 
  comfortably with your own idea of “good,” “evil,” or just the general character concept. 
  Keep rolling and changing things until you are happy with the results.  You control 
  the game book, not the other way around!  When you have all three components of the 
  character’s name, you should decide upon an evocative format.  Combine the character’s 
  given name, family name and epithet into a pleasing whole that appeals to you.  For 
  example, if your character is Damien Slade and his epithet is Red, you may decide on 
  Damien Slade the Red, Red Damien, or even Damien Slade of the Crimson.  What is “the 
  Crimson”?  Is it a secret society, a forbidden place, a legend of the past, or a cryptic code 
  word related to one’s personal sense of honor?  The ultimate choice is up to you. 
   
   
  
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  PART 3: 
  DEFINING CHARACTERISTICS 
   
  ~ 
   
  3 - 1 
  STEP 5:  SELECTING ATTRIBUTE DESCRIPTORS 
   
  So your character has a Strength of 18/32, an Intelligence of 12, a Wisdom of 8, a 
  Dexterity of 16, a Constitution of 17 and a Charisma of 13.  Hey, that’s great, all of those 
  numbers have very specific effects on events in the game.  But what do they actually 
  mean?  How would you describe your character to the other players for the first time?  
  Heck, how would you describe your new character to yourself? 
  Choosing attribute descriptors is a valuable tool you can use to further envision your 
  character.  Given the above scores and this system, we could say at a glance that your 
  character is heroic (STR 18/32), creative (INT 12), imprudent (WIS 8), catlike (DEX 16), 
  tireless (CON 17) and likable (CHA 13).  Suddenly, the numbers actually mean 
  something! 
  You will find that this system is flexible enough, and comprehensive enough, that you 
  can even roll up two characters of the same gender, name, class, and ability scores, and 
  come up with two wildly different and logical character descriptions … simply by using 
  the attribute descriptors to further define your character. 
  How?  The short answer is, the system is extensive and produced varied results within 
  a carefully controlled set of variables.  You’ll see in a bit, I promise. 
  The descriptor system requires no random rolls; just compare your character’s ability 
  scores (or attributes) to the descriptors provided hereafter, and when multiple choices are 
  provided pick the one you like the most.  Write in these descriptors next to your ability 
  scores, write a couple of notes for role-playing potential, and you’re good to go. 
   
  ~ 
   
   
  
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  3 - 1 - 1 
  DESCRIPTORS FOR STRENGTH 
   
  Refer to the character’s Strength score, and select the descriptor that you find most 
  interesting or appropriate. 
   
   
  Strength 
  3 
   Badly Decrepit 
   Defenseless 
   Helpless 
   Nearly Paralyzed 
   Partially Paralyzed 
   Utterly Powerless 
   
  Strength 
  4 
   Decrepit 
   Enfeebled and Frail 
   Feeble and Frail 
   Forceless 
   Powerless 
   Puny and Frail 
   
  Strength 
  5 
   Enfeebled 
   Feeble 
   Puny 
   Purely Ineffectual 
   Strengthless 
   Wholly Inadequate 
   
  Strength 
  6 
   Impotent 
   Inadequate 
   Ineffectual 
   Infirm 
   Scrawny 
   Very Weak 
   
  Strength 
  7 
   Highly Vulnerable 
   Incapable 
   Insignificant 
   Shaky 
  
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   Unprotected 
   Weak 
   
  Strength 
  8 
   Bony and Underweight 
   Faltering 
   Flabby 
   Insubstantial 
   Short 
   Vulnerable 
   
  Strength 
  9 
   Bony 
   Gaunt 
   Raw-Boned 
   Soft 
   Underweight 
   Unimpressive 
   
  Strength 
  10 
   Average Power 
   Average Physique 
   Average Strength 
   Normal Physique 
   Normal Strength 
   Tall and Gaunt 
   
  Strength 
  11 
   Capable 
   Fairly Large 
   Firm-Shouldered 
   Good Physique 
   Lean 
   Tall 
   
  Strength 
  12 
   Able-Bodied 
   Broad-Shouldered 
   Large 
   Lean and Muscular 
   Sinewy 
   Sound 
   
  Strength 
   Bulky 
   Burly 
   Muscular 
  
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  13 
   Robust 
   Strong 
   Substantial  
   
  Strength 
  14 
   Forceful 
   Huge 
   Impressive 
   Potent 
   Solid 
   Well-Muscled 
   
  Strength 
  15 
   Heavily Muscled 
   Rugged 
   Solid and Forceful 
   Staunch 
   Strapping 
   Very Solid 
   
  Strength 
  16 
   Empowered 
   Heavyweight 
   Huge and Rugged 
   Powerful 
   Rugged and Strapping 
   Stalwart 
   
  Strength 
  17 
   Daunting 
   Dominant 
   Dominating 
   Immense 
   Rugged and Powerful 
   Stalwart and Powerful 
   
  Strength 
  18 
   Daunting and Dominant 
   Daunting and Immense 
   Gigantic 
   Massive 
   Monstrous 
   Ogrish 
  
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  Strength 
  18+ 
  “Exceptional” 
   For characters of races less than 5’ 
  tall, use the descriptors for Strength 
  18 
   For all other characters, use the 
  descriptors for Strength 19 
   
  Strength 
  19 
   Daunting and Gigantic 
   Fearsome 
   Heroic 
   Massive and Monstrous 
   Mighty 
   Nigh Indomitable 
   
  Strength 
  20+ 
   Behemoth 
   Fearsome and Heroic 
   Giant Strength 
   Hulking 
   Indomitable 
   Mighty and Heroic 
   
   
  
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  ~ 
   
  3 - 1 - 2 
  DESCRIPTORS FOR INTELLIGENCE 
   
  Refer to the character’s Intelligence score, and select the descriptor that you find most 
  interesting or appropriate. 
   
   
  Intelligence 
  3 
   Instinctive 
   Mindless 
   Moronic and Oblivious 
   Oblivious and Stupefied 
   Primal Instinct Only 
   Semi-Intelligent 
   
  Intelligence 
  4 
   Exceedingly Stupid 
   Idiotic and Preposterous 
   Moronic 
   Oblivious 
   Stupefied 
   Stupid and Preposterous 
   
  Intelligence 
  5 
   Doltish and Feebleminded 
   Exceptionally Dumb 
   Idiotic 
   Preposterous 
   Stupid 
   Witless 
   
  Intelligence 
  6 
   Doltish 
   Dull-Witted and Forgetful 
   Dumb 
   Fairly Stupid 
   Frequently Stupid 
   Feebleminded 
   
   Dull-Witted 
  
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  Intelligence 
  7 
   Foolish and Simple 
   Frequently Dumb 
   Simple and Naïve 
   Thick-Witted 
   Very Forgetful 
   
  Intelligence 
  8 
   Dim-Witted 
   Forgetful 
   Gullible and Distracted 
   Illogical 
   Naïve 
   Simple 
   
  Intelligence 
  9 
   Distracted 
   Gullible 
   Ill-Advised 
   Illogical and Forgetful 
   Somewhat Naïve 
   Woolgathering 
   
  Intelligence 
  10 
   Average Intellect 
   Average Intelligence 
   Normal Intellect 
   Normal Intelligence 
   Rational 
   Reasonable 
   
  Intelligence 
  11 
   Comprehending 
   Dreaming 
   Highly Rational 
   Logical 
   Lucid 
   Very Reasonable 
   
  Intelligence 
  12 
   Contemplative 
   Creative 
   Perceptive 
   Shrewd 
   Skeptical 
   Thoughtful 
  
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  Intelligence 
  13 
   Bookish 
   Clever 
   Fairly Erudite 
   Inventive 
   Savvy 
   Witty 
   
  Intelligence 
  14 
   Analytical 
   Cunning 
   Erudite 
   Scholarly 
   Sharp-Witted 
   Studious 
   
  Intelligence 
  15 
   Adept 
   Calculating 
   Deductive 
   Innovative 
   Intellectual 
   Scheming 
   
  Intelligence 
  16 
   Brilliant 
   Calculating and Innovative 
   Gifted 
   Innovative and Intellectual 
   Professorial 
   Scheming and Calculating 
   
  Intelligence 
  17 
   Brilliant and Gifted 
   Brilliant and Professorial 
   Gifted and Scheming 
   Masterful 
   Profound 
   Near-Genius 
   
  Intelligence 
  18 
   Adept and Masterful 
   Brilliant and Profound 
   Calculating and Masterful 
   Genius 
   Ingenious 
  
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   Masterful and Profound 
   
  Intelligence 
  19 
   Ingenious and Profound 
   Inhuman Brilliance 
   Inhuman Intellect 
   Inhuman Intelligence 
   Masterful Genius 
   Supra-Genius 
   
  Intelligence 
  20+ 
   Unearthly Awareness 
   Unearthly Brilliance 
   Unearthly Genius 
   Unearthly Intellect 
   Unearthly Intelligence 
   Unearthly Mastery 
   
  ~ 
   
  3 - 1 - 3 
  DESCRIPTORS FOR WISDOM 
   
  Refer to the character’s Wisdom score, and select the descriptor that you find most 
  interesting or appropriate. 
   
   
  Wisdom 
  3 
   Imbecilic 
   Incomprehensible 
   Ludicrous and Oblivious 
   Nonsensical 
   Utterly Ludicrous 
   Utterly Ridiculous 
   
  Wisdom 
  4 
   Ludicrous 
   Ridiculous 
   Senseless and Irrational 
   Utterly Foolish 
   Utterly Preposterous 
   Utterly Senseless 
  
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  Wisdom 
  5 
   Foolish and Absurd 
   Highly Irrational 
   Preposterous 
   Senseless 
   Utterly Absurd 
   Very Foolish 
   
  Wisdom 
  6 
   Absurd 
   Foolish 
   Highly Impulsive 
   Impulsive and Unreasonable 
   Irrational 
   Very Unwise 
   
  Wisdom 
  7 
   Imprudent and Misled 
   Impulsive 
   Misled and Unaware 
   Unreasonable 
   Unwise 
   Weak-Willed and Unaware 
   
  Wisdom 
  8 
   Imprudent 
   Misled and Inexperienced 
   Somewhat Unwise 
   Sophomoric and Insecure 
   Unaware 
   Weak-Willed 
   
  Wisdom 
  9 
   Insecure 
   Irresolute 
   Misled 
   Somewhat Weak-Willed 
   Sophomoric 
   Unintuitive 
   
  Wisdom 
  10 
   Average Intuition 
   Average Understanding 
   Average Wisdom 
   Inexperienced 
   Inspired yet Sophomoric 
  
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   Uninspired 
   
  Wisdom 
  11 
   Experienced 
   Fairly Disciplined 
   Fairly Intuitive 
   Inspired 
   Intuitive yet Sophomoric 
   Intuitive yet Uninspired 
   
  Wisdom 
  12 
   Disciplined 
   Fairly Insightful 
   Intuitive 
   Prudent 
   Somewhat Reflective 
   Worldly 
   
  Wisdom 
  13 
   Insightful 
   Reflective 
   Sometimes Far-Sighted 
   Understanding 
   Wily 
   Wise 
   
  Wisdom 
  14 
   Far-Sighted 
   Insightful and Reflective 
   Judicious 
   Meditative 
   Wily and Understanding 
   Wise and Reflective 
   
  Wisdom 
  15 
   Erratically Sagacious 
   Highly Judicious 
   Nigh Prescient 
   Philosophical 
   Sophic 
   Wise and Meditative 
   
  Wisdom 
  16 
   Partially Enlightened 
   Prescient 
   Sagacious 
   Sagely 
  
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   Sophic and Sagacious 
   Wise and Sagely 
   
  Wisdom 
  17 
   Enlightened 
   Exceedingly Wise 
   Nigh Revelatory 
   Prescient and Sagacious 
   Prescient and Sagely 
   Uncannily Prescient 
   
  Wisdom 
  18 
   Ancestral Enlightenment 
   Ancient Soul 
   Fully Enlightened 
   Illumined 
   Revelatory 
   Uncannily Wise 
   
  Wisdom 
  19 
   Inhuman Enlightenment 
   Inhuman Insight 
   Inhuman Intuition 
   Inhuman Serenity 
   Inhuman Wisdom 
   Primoridal Soul 
   
  Wisdom 
  20+ 
   Unearthly Enlightenment 
   Unearthly Insight 
   Unearthly Intuition 
   Unearthly Serenity 
   Unearthly Spirit 
   Unearthly Wisdom 
   
   
   
  
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  ~ 
   
  3 - 1 - 4 
  DESCRIPTORS FOR DEXTERITY 
   
  Refer to the character’s Dexterity score, and select the descriptor that you find most 
  interesting or appropriate. 
   
   
  Dexterity 
   Badly Deformed 
   Crippled 
   Crippled and Deformed 
  
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  3 
   Deformed and Hamstrung 
   Lame and Deformed 
   Mangled 
   
  Dexterity 
  4 
   Badly Hamstrung 
   Deformed 
   Hamstrung and Hobbling 
   Lame and Hamstrung 
   Lame and Hobbling 
   Slow and Hobbling 
   
  Dexterity 
  5 
   Hamstrung 
   Hobbling 
   Lame 
   Limping and Deformed 
   Limping Heavily 
   Very Sluggish 
   
  Dexterity 
  6 
   Limping 
   Slow and Clumsy 
   Slow and Inept 
   Sluggish 
   Ungainly 
   Very Slow 
   
  Dexterity 
  7 
   Awkward and Imbalanced 
   Bumbling 
   Clumsy 
   Graceless 
   Inept 
   Slow 
   
  Dexterity 
  8 
   Awkward 
   Bumbling and Inelegant 
   Imbalanced 
   Inelegant and Imprecise 
   Plodding and Ponderous 
   Uncoordinated 
   
   Imprecise 
   Inelegant 
  
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  Dexterity 
  9 
   Plodding 
   Ponderous 
   Somewhat Imbalanced 
   Somewhat Slow 
   
  Dexterity 
  10 
   Average Agility 
   Average Coordination 
   Average Dexterity 
   Average Reflexes 
   Normal Balance 
   Normal Reflexes 
   
  Dexterity 
  11 
   Balanced 
   Competent 
   Decent Reflexes 
   Fairly Coordinated 
   Respectable Reflexes 
   Well-Balanced 
   
  Dexterity 
  12 
   Alert and Reflexive 
   Coordinated 
   Fairly Agile 
   Fairly Deft 
   Somewhat Agile 
   Somewhat Dextrous 
   
  Dexterity 
  13 
   Agile 
   Deft 
   Dextrous 
   Fairly Quick 
   Hasty 
   Rather Nimble 
   
  Dexterity 
  14 
   Deft and Agile 
   Deft and Dextrous 
   Deft and Rather Nimble 
   Nimble 
   Precise 
   Quick 
   
   Accurate 
  
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  Dexterity 
  15 
   Graceful 
   Highly Nimble 
   Nimble and Precise 
   Poised 
   Quick and Precise 
   
  Dexterity 
  16 
   Adept 
   Adroit 
   Catlike 
   Finely Poised 
   Poised and Graceful 
   Stealthy 
   
  Dexterity 
  17 
   Acrobatic 
   Adept and Catlike 
   Exacting 
   Nigh Untouchable 
   Stealthy and Catlike 
   Uncanny Reflexes 
   
  Dexterity 
  18 
   Blurred Grace 
   Blurred Speed 
   Perfect Agility 
   Perfect Coordination 
   Perfect Reflexes 
   Untouchable 
   
  Dexterity 
  19 
   Inhuman Agility 
   Inhuman Coordination 
   Inhuman Dexterity 
   Inhuman Grace 
   Inhuman Quickness 
   Inhuman Reflexes 
   
  Dexterity 
  20+ 
   Unearthly Agility 
   Unearthly Coordination 
   Unearthly Dexterity 
   Unearthly Grace 
   Unearthly Quickness 
   Unearthly Reflexes 
   
  
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  ~ 
   
  3 - 1 - 5 
  DESCRIPTORS FOR CONSTITUTION 
   
  Refer to the character’s Constitution score, and select the descriptor that you find most 
  interesting or appropriate. 
   
   
  Constitution 
  3 
   Badly Deteriorated 
   Badly Emaciated 
   Dying 
   Very Sickly 
   Wasted and Frail 
   Wasting 
   
  Constitution 
  4 
   Ailing and Frail 
   Debilitated 
   Deteriorated 
   Emaciated 
   Frail and Quavering 
   Sickly 
   
  Constitution 
  5 
   Ailing 
   Frail 
   Lethargic and Fragile 
   Quavering and Fragile 
   Slothful 
   World-Worn and Haggard 
   
  Constitution 
  6 
   Fragile 
   Haggard and Unhealthy 
   Lethargic 
   Quavering 
   World-Worn 
   Worn and Haggard 
   
  Constitution 
   Always Inactive 
   Ashen and Unhealthy 
  
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  7 
   Ashen and Unwell 
   Haggard 
   Unhealthy 
   Worn 
   
  Constitution 
  8 
   Ashen 
   Idle and Lazy 
   Inactive 
   Unfit 
   Unsound 
   Unwell 
   
  Constitution 
  9 
   Declining Health 
   Fading Health 
   Idle 
   Lazy 
   Somewhat Ashen 
   Susceptible 
   
  Constitution 
  10 
   Average Constitution 
   Average Endurance 
   Healthy yet Lazy 
   Normal Constitution 
   Normal Endurance 
   Normal Health 
   
  Constitution 
  11 
   Fairly Active 
   Fairly Fit 
   Good Health 
   Healthful yet Lazy 
   Healthy 
   Lively 
   
  Constitution 
  12 
   Active 
   Fairly Energetic 
   Fit 
   Healthful 
   Lively and Healthy 
   Very Healthy 
   
   Active and Fit 
  
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  Constitution 
  13 
   Energetic 
   Fairly Athletic 
   Lively and Healthy 
   Resilient 
   Resistant 
   
  Constitution 
  14 
   Athletic 
   Energetic and Resilient 
   Good Resistance 
   Hale 
   Resilient and Resistant 
   Vital 
   
  Constitution 
  15 
   Athletic and Resilient 
   Athletic and Vital 
   Driven 
   Hale and Resistant 
   Tough 
   Vigorous 
   
  Constitution 
  16 
   Doughty 
   Staunch-Hearted 
   Steadfast 
   Tenacious 
   Tough and Driven 
   Very Tough 
   
  Constitution 
  17 
   Doughty and Steadfast 
   Indefatigable 
   Nigh Unstoppable 
   Tireless 
   Tough and Tenacious 
   Unyielding 
   
  Constitution 
  18 
   Deathless 
   Impervious 
   Tireless and Tenacious 
   Tireless and Unyielding 
   Unbreakable 
   Unstoppable 
  
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  Constitution 
  19 
   Inhuman Constitution 
   Inhuman Endurance 
   Inhuman Tenacity 
   Nigh Invincible 
   Nigh Invulnerable 
   Unconquerable 
   
   
   
  
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  Constitution 
  20+ 
   Invincible 
   Invulnerable 
   Unearthly Constitution 
   Unearthly Endurance 
   Unearthly Resistance 
   Unearthly Tenacity 
   
  ~ 
   
  3 - 1 - 6 
  DESCRIPTORS FOR CHARISMA 
   
  Refer to the character’s Charisma score, and select the descriptor that you find most 
  interesting or appropriate. 
   
   
  Charisma 
  3 
   Disgusting 
   Exceedingly Repulsive 
   Grotesque 
   Terribly Disfigured 
   Very Nasty 
   Vile 
   
  Charisma 
  4 
   Barbaric and Ugly 
   Brutish and Barbaric 
   Nasty 
   Offensive 
   Repulsive 
   Ugly and Disfigured 
   
  Charisma 
  5 
   Badly Scarred 
   Barbaric 
   Brutish 
   Disfigured 
   Heavily Scarred 
   Ugly 
   
   Crude and Irritating 
  
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  Charisma 
  6 
   Irritating and Unlikable 
   Irritating and Uncouth 
   Rude 
   Scarred 
   Unpleasant 
   
  Charisma 
  7 
   Artless and Unlikable 
   Crude 
   Homely and Unlikeable 
   Irritating 
   Uncharismatic 
   Uncouth 
   
  Charisma 
  8 
   Artless 
   Forgettable and Unattractive 
   Homely 
   Reserved and Forgettable 
   Unlikable 
   Willfully Forgettable 
   
  Charisma 
  9 
   Forgettable 
   Pleasant yet Plain 
   Reserved 
   Unappealing 
   Unattractive 
   Uncommunicative 
   
  Charisma 
  10 
   Average Appearance 
   Average Charisma 
   Normal Appearance 
   Normal Charisma 
   Plain 
   Pleasant yet Reserved 
   
  Charisma 
  11 
   Agreeable 
   Good-Looking yet Reserved 
   Plain yet Pleasing 
   Mildly Attractive 
   Pleasant 
   Somewhat Attractive 
  
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  Charisma 
  12 
   Agreeable and Pleasant 
   Attractive 
   Comely 
   Good-Looking 
   Occasionally Charming 
   Pleasing 
   
  Charisma 
  13 
   Appealing 
   Charismatic 
   Charming 
   Eye-Catching 
   Likable 
   Winning 
   
  Charisma 
  14 
   Alluring 
   Fetching 
   Impressive 
   Influential 
   Persuasive 
   Stately 
   
  Charisma 
  15 
   Charming and Influential 
   Compelling 
   Immaculate 
   Imposing 
   Magnetic Personality 
   Remarkable 
   
  Charisma 
  16 
   Authoritative 
   Beautiful / Handsome 
   Fascinating 
   Inspiring 
   Intimidating 
   Resplendent 
   
  Charisma 
  17 
   Beguiling 
   Bewitching 
   Commanding 
   Entrancing 
   Radiant 
  
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   Regal 
   
  Charisma 
  18 
   Hypnotic 
   Imperious 
   Stunning 
   Supreme 
   Transcendent 
   Unforgettable 
   
  Charisma 
  19 
   Hypnotic and Imperious 
   Hypnotic and Unforgettable 
   Imperious and Unforgettable 
   Irresistible 
   Regal and Transcendent 
   Regal and Unforgettable 
   
  Charisma 
  20+ 
   Awe-Inspiring 
   Hypnotic and Irresistible 
   Imperious and Irresistible 
   Unearthly Aura 
   Unearthly Charisma 
   Unearthly Mien 
   
  ~ 
   
  3 - 2 
  STEP 6:  DETERMINING HANDEDNESS 
   
  Handedness determination simply lets you know if your character is left-handed or 
  right-handed.  This is primarily a role-playing consideration, although it can have an 
  effect on combat because a shield is used in the off-hand. 
  Left-handed battlers use a weapon in the left hand and a shield in the right hand, 
  meaning that the right flank is protected and the left flank is vulnerable. 
  Right-handed battlers use a weapon in the right hand and a shield in the left hand, 
  meaning that the left flank is protected and the right flank is vulnerable. 
  Keep in mind that any character can physically wield two weapons simultaneously, 
  but only an ambidextrous character can do it well!  Others are very likely to suffer huge 
  
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  hit penalties for using a weapon in the off hand (perhaps -4 for warriors and -5 for non-
  warriors would be appropriate), and a missed to hit roll of 1 would be likely to have very 
  bad consequences. 
  Roll 1d100, and refer to the following table: 
   
  [01-05] 
   If Dexterity 15+, Ambidextrous 
   Otherwise, Left-Handed 
  [06-25] 
   Left-Handed 
  [26-30] 
   If Dexterity 15+, Ambidextrous 
   Otherwise, Right-Handed 
  [31-00] 
   Right-Handed 
   
  Thematic Information Follows Hereafter.  After you have determined a character’s 
  handedness, you can continue quickly by clicking the appropriate link below.  The link 
  you select will depend on the type of character you’re creating.  Click on the first link 
  which applies to your character. 
   [1] Click here if you are creating a Multi-Classed Character 
   [2] Click here if you are creating a Druid Character 
   [3] Click here if you are creating a Barbarian Character 
   [4] Click here if you are creating a Half-Orc Character 
   [5] Click here if none of these variables apply, and proceed to Step 10 
   
   
  
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  PART 4: 
  THEMATIC ENHANCEMENTS 
   
  ~ 
   
  4 - 1 
  STEP 7:  SELECTING AN ALTERNATE 
  MULTI-CLASS TITLE 
   
  With all of this wonderful focus on turning game terms into descriptive terms useful 
  in role-play, we need to deal with the unfortunate issue of multi-classed characters 
  having clunky profession names and titles. 
  After all, introducing your character as Demetrius, the Fighter / Magic-User / Thief, is 
  never very good for role-playing or immersion.  If you have a multi-classed demi-human, 
  consider using one of these more interesting class combination names for your “in game” 
  conversations. 
  Cleric / Assassin:  Blood Shaman, Headhunter, or Sacred / Unholy Executioner 
  Cleric / Fighter / Magic-User:  Adept, Arcane Templar, or Exemplar 
  Cleric / Fighter:  Hospitaller, Sacred / Cultic Warrior, or Templar 
  Cleric / Magic-User:  Oracle, Sacred Magus / Witch Doctor, or Soothsayer 
  Cleric / Ranger:  Borderlands Templar, Exarch, or Sacred / Cultic Highlander 
  Cleric / Thief:  Cave Priest, Sacred / Unholy Reaver, or Umbra 
  Fighter / Assassin:  Executioner, Hatchetman, or Slayer 
  Fighter / Illusionist:  Cabalist, Cultic Guardian, or Shadow Warrior 
  Fighter / Magic-User / Thief:  Blade Magister, Jack of All Trades, or Proteus 
  Fighter / Magic-User:  Arcane Warrior, Battle Mage, or Exarch 
  Fighter / Thief:  Highwayman, Pirate, or Swashbuckler 
  Illusionist / Thief:  Jester, Shadow Weaver, or Trickster 
  Magic-User / Thief:  Charlatan, Face Dancer, or Mountebank 
  
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  You can come up with additional such titles as needed, using the examples provided 
  above. 
   
  Thematic Information Continues Hereafter.  Click on the first link which applies to 
  your character. 
   [1] Click here if you are creating a Druid Character 
   [2] Click here if you are creating a Barbarian Character 
   [3] Click here if you are creating a Half-Orc Character 
   [4] Click here if none of these variables apply, and proceed to Step 10 
   
  ~ 
   
  4 - 2 
  STEP 8:  SELECTING A DRUIDIC CLAN BACKGROUND 
   
  If your character is a druid, you may want to use the following table to determine the 
  focus of the character’s mentor and druidic clan.  Players and GMs tend to gloss over 
  druids with a hand wave (“They’re tree huggers, what more do you want?”), but the 
  following table provides some far more implications. 
  Roll on the table below to determine the druid’s upbringing, his or her allies, and the 
  crucial challenges of balance which plagued the sacred groves and ancestral forests there.  
  Consider too how this vague background might have influenced your druid’s rites of 
  passage. 
  If the druid comes from a sacred circle which was obsessed with thorns, spears and 
  brambles, why is that?  Perhaps the forest was plagued with humanoids, and the 
  outnumbered druids needed to create walls and improvised weapons while they were 
  freeing enslaved forest gnomes to fight back against the evil menace. 
  Or, consider more peaceful druids who focused their principles on tree worship and 
  wood shaping.  Was that an ancient forest, filled with tree giants and ancient sylvan 
  elves?  Perhaps it is the oldest forest on the planet, and the secret of sentient life is buried 
  there in an ancient temple which only a few protectors have ever seen. 
  With a little imagination, you can turn these entries into strong character hooks that 
  tell you about the druid’s background, enemies, and even his weapon and spell 
  preferences. 
  
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  Roll 1d100, and refer to the following table: 
   
  [01-05] 
   Animal Summoning 
   Beast Taming 
  [06-10] 
   Beast Totems 
   Shape-Shifting 
  
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   Werebears or Wereboars 
  [11-15] 
   Dreamlands 
   Shadowland 
   Faerie Gates 
   The Unseelie Court 
  [16-20] 
   Earth and Earth Elementals 
   Mud 
   Clay 
  [21-25] 
   Faeries 
   Dryads 
   Idyllic Monsters (brownies, satyrs, sylphs, etc.) 
  [26-30] 
   Fire Bringing 
   Pyromancy 
   Forest Fires and Controlled Burns 
  [31-35] 
   Herbalism 
   Herbal Poisons 
   Healing Herbs 
  [36-40] 
   Languages 
   Demi-Human and Beast Lore 
   Gnomish Allies 
   Animal Communion 
  [41-45] 
   Paths 
   Hunting and Tracking 
   Wandering and Migration 
  [46-50] 
   Plant Shaping 
   Plant Charming 
   Sentient and Man-Eating Plants 
  [51-55] 
   Reincarnation 
   Beast Spirits 
   Transmigration of Souls 
   Druidic Ancestral Memory 
  [56-60] 
   Animal Sacrifice 
  
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   Purging of Evil and Corruption 
   Pagan Ceremonies 
   Wicker Men 
  [61-65] 
   Sickles 
   Harvest of Plants and Reagents 
   Reaping of the Wicked and Blood Sacrifice 
  [66-70] 
   Stealth 
   Camouflage 
   Shadowry and Twilight Magic 
   Secret Forest Paths and Hidden Locations 
  [71-75] 
   Stone Circles 
   Astrology 
   Divination 
   Celestial Prophecies and Seasonal Signs of Ill Omen 
  [76-80] 
   Storm Calling 
   Lightning 
   Smiting the Crap Out of Monsters and Forest Defilers 
  [81-85] 
   Thorns 
   Spears 
   Brambles 
   Impalement Sacrifices 
  [86-90] 
   Tree Worship 
   Wood Shaping 
   Tree Giants and Primordial Spirits 
   Autumn 
  [91-95] 
   Water Purification 
   Rivers and Underground Streams 
   Lakes and Springs 
   Cave Exploration 
  [96-00] 
   Weather 
   Clouds 
   Winds and Wind Spirits 
   Flying Magic and Monsters 
  
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   Great Kites and Gliding 
   
   
   
  Thematic Information Continues Hereafter.  Click on the first link which applies to 
  your character. 
   [1] Click here if you are creating a Barbarian Character 
   [2] Click here if you are creating a Half-Orc Character 
   [3] Click here if none of these variables apply, and proceed to Step 10 
  
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  4 - 3 
  STEP 9:  TRIBAL THEMES FOR BARBARIANS 
  AND HALF-ORCS 
   
  If your character is either a barbarian or a half-orc — or, anyone else you want to have 
  a strong tribal theme, such as a shamanic cleric or tribal huntress — you will probably 
  want to know what type of tribe the character was raised in (or at least engendered by). 
  To determine this randomly, roll on each of the two tables below.  The first table 
  determines the tribe’s homeland terrain and climate.  A barbarian raised in a cold swamp 
  will (for example) greatly dislike warmth and dry conditions, and might have 
  “interesting” ideas about what taking a bath actually entails. 
  The second table is the tribal calling, which tells you what the tribe believes is most 
  important.  For example, a half-orc who hails from a tribe of mage slayers will be 
  extremely reluctant to ally with elven and human magic-users! 
  You will also see some mentions of suggested barbarian character themes, which are 
  described in a later section of this volume. 
   
  Tribal Terrain 
   
  [01-04] 
  Cold Depressions (Ice Pits) 
  [05-08] 
  Cold Desert (Frozen Wastes) 
  [09-12] 
  Cold Forest (Pine Forests / Taiga) 
  [13-16] 
  Cold Highlands (Hills and Mountains) 
  [17-20] 
  Cold Lakes and Rivers 
   
  
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  [21-24] 
  Cold Plains (Tundra, Snowfields and Wastelands) 
  [25-28] 
  Cold Shorelines (Icy Seas) 
  [29-32] 
  Cold Swamps 
  [33-36] 
  Temperate Depressions (Valleys and Canyons) 
  [37-40] 
  Temperate Desert 
  [41-44] 
  Temperate Forest 
  [45-48] 
  Temperate Highlands 
  [49-52] 
  Temperate Lakes and Rivers 
  [53-56] 
  Temperate Plains 
  [57-60] 
  Temperate Shorelines 
  [61-64] 
  Temperate Swamps 
  [65-68] 
  Tropical Depressions (Lost Valleys / Elephant Graveyards) 
  [69-72] 
  Tropical Desert (Salt Flats) 
  [73-76] 
  Tropical Forest (Jungle) 
  [77-80] 
  Tropical Highlands (Mountains and Volcanoes) 
  [81-84] 
  Tropical Lakes and Rivers 
  [85-88] 
  Tropical Plains (Savannah) 
  [89-92] 
  Tropical Shorelines 
  [93-96] 
  Tropical Swamps 
  [97-00] 
  Nomadic Exile (roll twice) 
   
   
   
  
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  Tribal Calling 
   
  [01-05] 
   Beast Worshippers:  Badger Totem. 
   For a Barbarian, the character theme Berserker or Chaos Warrior 
  is recommended. 
  [06-10] 
   Beast Worshippers:  Boar Totem. 
   For a Barbarian, the character theme Boar Warrior or Warmonger 
  is recommended. 
  [11-15] 
   Beast Worshippers:  Wolverine Totem. 
   For a Barbarian, the character theme Berserker or Warmonger is 
  recommended. 
  [16-21] 
   Exiles / Survivors. 
   For a Barbarian, the character theme Barrens Strider or Outcast, 
  Survivor or Wild-Wanderer is recommended. 
  [22-27] 
   Explorers / Ancestor Seekers. 
   For a Barbarian, the character theme Outlander is recommended. 
  [28-33] 
   Fisherman / Water Monster Slayers. 
   For a Barbarian, the character theme Prey Stalker is 
  recommended. 
  [34-39] 
   Herbal Gatherers / Poison Cultivators. 
   For a Barbarian, the character theme Savage or Wild-Wanderer 
  is recommended. 
  [40-45] 
   Herdsmen / Beast Masters. 
   For a Barbarian, the character theme Beast Master or Tribesman 
  is recommended. 
  [46-51] 
   Horse Tamers / Rovers. 
   For a Barbarian, the character theme Horde Bringer or Outlander 
  is recommended. 
  [52-57] 
   Hunters / Trackers / Trappers. 
   For a Barbarian, the character theme Prey Stalker is 
  recommended. 
  
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  [58-62] 
   Iconoclasts / Magic Item Destroyers. 
   For a Barbarian, the character theme Chaos Warrior or Destroyer 
  is recommended. 
  [63-67] 
   Mage Slayers / Spell Breakers. 
   For a Barbarian, the character theme Chaos Warrior or Mage 
  Slayer is recommended. 
  [68-73] 
   Nomads / Wanderers. 
   For a Barbarian, the character theme Barrens Strider or Nomad 
  is recommended. 
  
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  [74-78] 
   Predator Worshippers:  Bear Totem. 
   For a Barbarian, the character theme Bear Warrior or Tribal 
  Warrior is recommended. 
  [79-84] 
   Predator Worshippers:  Great Cat Totem. 
   For a Barbarian, the character theme Prey Stalker is 
  recommended. 
  [85-89] 
   Predator Worshippers:  Serpent Totem. 
   For a Barbarian, the character theme Primal Warrior is 
  recommended. 
  [90-94] 
   Predator Worshippers:  Wolf Totem. 
   For a Barbarian, the character theme Prey Stalker or Survivor is 
  recommended. 
  [95-98] 
   Raiders and Plunderers.  
   For a Barbarian, the character theme Berserker, Marauder or 
  Raider is recommended. 
  [99-00] 
   Two Re-Gathered Tribes, United. 
   Roll twice. 
   
  ~ 
   
  4 - 4 
  STEP 10:  SELECTING A CLASS THEME 
   
  The following system is provided as an immediate cure to the disease which I call 
  Trope-Infested Character Syndrome (TICS).  Many players fall prey to this over the years, 
  infested by the now-ubiquitous nature of fantasy in popular culture. 
  Playing tropes — the wizard with the pointy hat but no personality, the guy with a 
  sword who attacks everything, the rogue who steals from everyone and blames the dwarf 
  — is actually pretty fun early on.  The problem is, when the game continues for years and 
  you’re once again playing a new fighter (or mage, or cleric, or thief …), your naturally 
  tendency will be to play the new character in the exact same manner that you played a 
  previous character of that class. 
  
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  Worse, if you have never played a character of that class before, you can very easily 
  find yourself relying on watered-down fantasy tropes as “characterization.”  In this way, 
  every fighter might resemble Conan, while every mage is Merlin or Gandalf, every cleric 
  is Van Helsing, and every thief is Bilbo Baggins.  This is fine for a learning game, but 
  when the same tropes appear again and again at the direct expense of more unusual 
  character appearances, the game quickly grows staid and stale. 
  To avoid the plague of TICS, I recommend adopting a character theme.  You just erase 
  your character’s generic level 1 title (veteran, prestidigitator, rogue, etc.) and replace it 
  with one of the randomly selected themes below.  If the theme does not appeal to you, 
  just reroll.  But I strongly recommend that you settle on a theme which makes you slightly 
  uncomfortable, one which you have never thought of playing before … that is where all 
  of the fun begins! 
  Please note that this is NOT a class kit or specialist system.  These themes are 
  intentionally nebulous, with specified powers or skills inherent in any one theme’s 
  selection.  You will not find any superpowers here, nor any ZOMG LEET BUILDZ I R 2 
  GUD LOLOLOL which you can use to overpower your game.  Again, Mary Sue min-
  maxers are grimly frowned upon in Castle Oldskull, because their entitled mindset is 
  directly at odds with the spirit of old school adventure.  Munchkins, please return to the 
  Introduction and accept your admonition before you go any further! 
  And do keep in mind: 
  Playing the weird eccentric guy is cool. 
  Trust me on this.  Take a leap of faith, and roll up a theme for your selected class.  If 
  you don’t like any particular theme after you try it out for at least a month, you can 
  always abandon it — by which I mean, grow beyond it — later in the campaign. 
   
  Step 10 Sub-Table Selection.  You can use these links as shortcuts to the appropriate 
  class theme selection tables.  Click the class of your character.  If you are creating a 
  multi-classes character, click the first class in alphabetical order (e..g, if you are playing 
  a cleric / fighter / magic-user, click cleric first). 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
  
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   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  ~ 
   
  4 - 4 - 1 
  THEMES AND LEVEL TITLES FOR ASSASSINS 
   
   
   
  
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  Roll 1d100, and refer to the following table.  (Fighting styles are described later in 
  this volume.) 
   
  [01-06] 
   (Theme 001) 
   Bloodletter.  This assassin loves bladed weapons, impaling 
  weapons, arrows, darts, and generally causing a mess. 
   The fighting style Viper’s Sting is recommended. 
  [07-10] 
   (Theme 002) 
   Butcher.  This assassin prefers animal, monster, and shape-
  shifter targets.  A wide arsenal of specialized and exotic weapons 
  may be preferred. 
   The fighting style Executioner is recommended. 
  [11-14] 
   (Theme 003) 
   Carnifex.  This assassin belongs to a creepy ancient cult that 
  believes that drinking the victim’s blood causes powers and 
  knowledge to be absorbed. 
   The fighting style Sacred Headhunter is recommended. 
  [15-18] 
   (Theme 004) 
   Darksider.  This assassin loves to kill other bad guys, meaning 
  anything with an evil alignment.  The criminal underworld is a 
  favorite hunting ground. 
   The fighting style Merciless Cruelty is recommended. 
  [19-22] 
   (Theme 005) 
   Eliminator.  This assassin loves to be challenged, and goes after 
  the deadliest targets possible.  If a life-or-death fight erupts as the 
  result of a failed assassination attempt, all the better. 
   The fighting styles Gut-Wrencher and Reaper’s Judgment are 
  recommended. 
  [23-26] 
   (Theme 006) 
   Garroter.  This assassin prefers to use strangle wire.  Favored 
  skills will include stealth, stalking, hiding in shadows, and being 
  really disturbingly close to people. 
  [27-30] 
   (Theme 007) 
  
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   Hatchetman / Hatchetwoman.  This assassin loves to use axes 
  and heavy blades.  Trophy taking (skulls, scalps, ears, whatever) 
  is a very likely hobby. 
  [31-34] 
   (Theme 008) 
   Headhunter / Headhuntress.  This is a tribal assassin, who 
  believes that killing enemies entails immortalizing the victims’ 
  spirits to serve as magical familiars inside shrunken heads. 
   The fighting style Sacred Headhunter is recommended. 
   
   
   
  [35-38] 
   (Theme 009) 
   Headsman / Headswoman.  This assassin loves to chop off 
  people’s heads.  Probably has a really sick sense of humor. 
   The fighting style Executioner is recommended. 
  [39-42] 
   (Theme 010) 
  
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   Impaler.  This assassin favors impaling weapons, and likes to 
  leave victims alive when possible.  Poison is strictly frowned 
  upon as “cheating.” 
   The fighting styles Death by Thorn and Dread Impaler are 
  recommended. 
  [43-46] 
   (Theme 011) 
   Infiltrator.  This assassin is all about style, sneaking into 
  strongholds, disarming traps and unlocking doors to get at high-
  value targets.  Success is frequently measured by how many of 
  the target’s minions are actually left alive, not dead. 
   The fighting style Infiltrator’s Suite is recommended. 
  [47-50] 
   (Theme 012) 
   Intimidator.  This assassin enjoys scaring people even more than 
  killing people.  Mind games, threats, blackmail and induced 
  paranoia are the preferred tools of the trade. 
  [51-54] 
   (Theme 013) 
   Mauler.  This assassin prefers to use bludgeoning weapons, and 
  enjoys bruising, breaking bones, and hobbling.  When a target 
  can be subdued, that is preferred to killing. 
   The fighting style Trophy Taker is recommended. 
  [55-58] 
   (Theme 014) 
   Oath Breaker.  This assassin used to be someone else entirely, 
  but was forced to break a promise that defined his or her 
  existence.  The assassin is now “dead inside” but might be 
  redeemed in the future. 
   The fighting style Merciless Cruelty is recommended. 
  [59-62] 
   (Theme 015) 
   Poisoner.  This assassin uses poisons all the time — in drinks, on 
  weapons, and sometimes even using venomous creatures (such 
  as scorpions and snakes). 
   
   
   
  
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  [63-66] 
   (Theme 016) 
   Pragmatus / Pragmata.  This is an assassin with a strong Roman 
  theme and a code of honor.  In my own campaign, these are the 
  Empyrean revivalists, who target enemies which they believe are 
  abhorrent to the old ideals of honor, gravitas, loyalty, and valor.  
  They like to kill traitors, liars, pretenders and cowards. 
  [67-70] 
   (Theme 017) 
   Rakehell.  These assassins like to bring the high low, particularly 
  wealthy targets (not just humans, but also dragons etc.).  They 
  enjoy stealing treasure just as much as killing. 
  [71-74] 
   (Theme 018) 
   Ruffian.  This assassin prefers to follow orders, which soothes a 
  guilty conscience.  They are almost all guild assassins, and 
  
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  become uncomfortable — or change themes — when they 
  themselves rise too high in the ranks. 
  [75-78] 
   (Theme 019) 
   Scapegrace.  This assassin is mentally ill, and simply has no 
  morals whatsoever.  Likely to be charming and intelligent.  A 
  classic murderous psychopath. 
  [79-82] 
   (Theme 020) 
   Sicarius / Sicaria.  These assassins belong to the Sicarii, one of 
  the oldest orders of assassins.  They fight for a noble cause, 
  slaying a race (or monstrous race) which wiped out their 
  ancestral homeland. 
  [83-86] 
   (Theme 021) 
   Slaughterer.  This assassin prefers to kill swarms of minions, 
  vermin, humanoids, and so forth.  The more dead bodies, the 
  better. 
   The fighting style Reaper’s Judgement is recommended. 
  [87-88] 
   (Theme 022) 
   Slayer.  This assassin believes in giving enemies a fair chance.  
  He may creep up behind someone, but instead of backstabbing 
  he will hand the victim a weapon and demand a duel to the 
  death.  (Not to the point of stupidity, but fair one-on-one fights 
  are preferred so that the assassin can mentally justify the kill.) 
   The fighting styles Scorpion and Scorpion and Deliverance 
  recommended. 
  [89-91] 
   (Theme 023) 
   Spy.  This assassin kills as a last resort.  Favored skills are 
  disguise, mimicry, impersonation, evasion, scouting and 
  intelligence gathering.  These are highly prized professionals 
  who earn good pay. 
   The fighting style Skulker’s Ambush is recommended. 
  [92-94] 
   (Theme 024) 
   Strangler.  This assassin prefers to use his bare hands, claw 
  weapons, finger blades, or something equally disturbing.  
  Closely related to the Garroter, but even darker in nature. 
  
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  [95-96] 
   (Theme 025) 
   Tormentor.  This assassin prefers to torture, then kill. 
   The fighting style Spider’s Kiss is recommended. 
  [97-98] 
   (Theme 026) 
   Torturer.  Similar to Tormentor, above, but the assassin prefers 
  targets who are evil, criminal, and / or justifiably worthy of a 
  horrible death. 
  [99-00] 
   (Theme 027) 
   Tyro.  This assassin is a doubtful apprentice, who has very little 
  confidence.  He may try many different techniques, from spying 
  and disguise to murder and intimidation, to see what really 
  “works.” 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  ~ 
   
   
  
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  4 - 4 - 2 
  THEMES AND LEVEL TITLES FOR BARBARIANS 
   
  Roll 1d100, and refer to the following table.  (Fighting styles are described later in 
  this volume.) 
  If you have an idea of your barbarian’s nature as a result of tribal rolls made earlier, 
  you may want to select a theme instead of rolling randomly. 
   
  [01-04] 
   (Theme 028) 
   Barrens Strider.  This barbarian is a nomad of the plains or 
  wastelands.  Preferred skills include running, water finding, and 
  shelter building. 
   The fighting style Arms of the Barrens is recommended. 
  [05-08] 
   (Theme 029) 
   Bear Warrior.  This barbarian draws power from the bear spirit, 
  favoring strength over agility.  He loves cold, forests, and / or the 
  rage of battle. 
   The fighting style Bear’s Claw is recommended. 
  [09-12] 
   (Theme 030) 
   Beast Master.  This barbarian always desires mounts and animal 
  fighting companions.  He is a tamer, an animal subdue, a trapper 
  and a raiser of animal young. 
   The fighting style Badger Paws is recommended. 
  [13-17] 
   (Theme 031) 
   Berserker.  This barbarian favors savagery, fearlessness and 
  animal instinct in battle.  At the GM’s option, he may have a 
  “natural” armor class similar to a monk of the same level if he 
  does not wear armor. 
   The fighting style Berserker’s Own is recommended. 
  [18-21] 
   (Theme 032) 
   Boar Warrior.  This barbarian draws power from the bear spirit.  
  Charges, bursts of speed, and impaling weapons are preferred. 
   The fighting style Boar Tusks is recommended. 
  
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  [22-26] 
   (Theme 033) 
   Chaos Warrior.  This barbarian serves the eldest gods of 
  randomness and disorder.  He overthrows civilizations, avoids 
  city-dwellers and destroys “false memories” such as artwork and 
  writing. 
  [27-31] 
   (Theme 034) 
   Destroyer.  This barbarian likes to blow things up, make things 
  go boom, burninate, topple walls, sink ships and cause general 
  industrial mayhem.  Frequently seen swinging from a rope, 
  dropping oil flasks on top of monsters’ heads. 
  [32-35] 
   (Theme 035) 
   Horde Bringer.  This barbarian wants to always lead and mentor 
  his inferiors.  He needs drinking companions to share tales of 
  battle with.  He will either have tribesmen, henchmen, or 
  mercenary men-at-arms at his side.  Always. 
  [36-40] 
   (Theme 036) 
   Mage Slayer.  This barbarian hates all magic-users on first sight, 
  with the exception of trusted friends (other Player Characters).  
  May, at the GM’s option, gain experience bonuses by destroying 
  magic items or killing spell casters. 
  [41-44] 
   (Theme 037) 
   Marauder.  This barbarian is out for plunder.  Treasure is 
  everything, but treasure without bloodshed is barely worth 
  taking. 
   The fighting styles Wildcart Arc and Wolf Arc are recommended. 
  [45-48] 
   (Theme 038) 
   Nomad.  This barbarian is only happy when he is wandering 
  through the wilderness.  He will rarely stay in a city for more 
  than a week.  Dungeons make him claustrophobic, but will be 
  suffered for treasure and mayhem. 
   The fighting style Arms of the Barrens is recommended. 
  [49-53] 
   (Theme 039) 
   Outcast.  This barbarian is either an exile from his tribe, or left 
  out of a sense of shame, abandonment or wanderlust.  He may 
  
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  be homesick for his tribe, following their rituals alone; or he may 
  deny his own birthright. 
  [54-58] 
   (Theme 040) 
   Outlander.  This barbarian comes from a truly far distant land (a 
  jungle, an unexplored range of mountains, etc.) and may not 
  even speak the Common Tongue.  Will tend to get in baffling and 
  hilarious situations, particularly in cities and with friends. 
   The fighting style Arms of the Barrens is recommended. 
  [59-63] 
   (Theme 041) 
   Prey Stalker.  This barbarian lives to hunt animals.  But unlike 
  the Beast Master, he wants to kill them all, wear their hides, wear 
  their fangs on his head and take trophies.  May graduate to 
  monster trophy taking in the future for the challenge. 
   The fighting style Lynx Hunter’s Regalia is recommended. 
  [64-67] 
   (Theme 042) 
   Primal Warrior.  The classic barbarian who lives for battle, 
  drunken revels, and one night stands.  Your excuse to play 
  Conan before he became king — should you need one — is right 
  here. 
   The fighting style Blade of the Beast is recommended. 
  [68-72] 
   (Theme 043) 
   Raider.  This barbarian, regardless of tribal upbringing, is 
  happiest when he is on a ship and sailing from village to village, 
  plundering as he goes.  If he is of good alignment, he will favor 
  humanoid lairs as targets.  Yarr! 
  [73-76] 
   (Theme 044) 
   Savage.  This barbarian does not thinks like armor, metal 
  weapons, or basic equipment due to his upbringing in the wilds.  
  You will have fun getting creative with obsidian, furs, bone 
  armor, seashells, etc. 
   The fighting styles Wildcat Arc and Wolverine’s Talons are 
  recommended. 
  [77-81] 
   (Theme 045) 
  
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   Survivor.  This individual was not a barbarian by birth.  He was 
  raised by wolves, taken in by the tribe as a feral child, etc.  His 
  code of honor and his secrets are his own. 
  [82-86] 
   (Theme 046) 
   Tribal Warrior.  This barbarian uses his tribal village as a base of 
  operations between adventures, refusing to stay in a city or with 
  the other PCs.  A good role-playing hook for tribal adventure 
  hooks and character development, but bad for parties. 
  [87-90] 
   (Theme 047) 
   Tribesman / Tribeswoman.  This barbarian is interested in 
  taking his people with him to conquer new enemies, explore new 
  lands, and so forth.  He may be (for example) the sub-chief of a 
  tribe in exile.  Similar to a Horde Bringer, above, but his “men-
  at-arms” will always be members of his tribe. 
  [91-95] 
   (Theme 048) 
   Warmonger.  This barbarian loves “civilized” warfare, where he 
  gets to teach all of the poor armored fools how to really fight.  
  Obsessed with the trappings of technology — siege engines, 
  trebuchets, formations, boiling oil, etc. — while insisting on 
  putting a tribal spin on things. 
   The fighting style Warhound’s Gear is recommended. 
  [96-00] 
   (Theme 049) 
   Wild-Wanderer.  This barbarian lives to explore the wilderness, 
  away from cities and his own tribal lands.  He will be focused on 
  maps, lost cities, ruined temples, finding new species while 
  growing bored with the same monsters over and over again, etc. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
  
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   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  ~ 
   
  4 - 4 - 3 
  THEMES AND LEVEL TITLES FOR BARDS 
   
  Roll 1d100, and refer to the following table.  (Fighting styles are described later in 
  this volume.) 
   
  [01-04] 
   (Theme 050) 
   Alba.  This bard hails from a realm with a Scottish theme, 
  particularly the Lordship of the Isles.  You may want to research 
  the historical MacMhuirich bloodline for inspiration. 
  [05-08] 
   (Theme 051) 
   Archipoeta.  This bard is one of the greatest poets of his 
  generation, but he needs fights, monster encounters, and daring 
  treasure raids to fuel his tales.  Always waxing poetic, or causing 
  a deadly drama when things get too stale. 
   The fighting style Arcs of Grace is recommended. 
  [09-12] 
   (Theme 052) 
   Balladeer.  This bard composes ballads, which are typically tales 
  of heroic adventurers meeting with epic, ridiculous, or heroic 
  fates.  He travels with adventurous companions so that he can 
  
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  tell their tales to everyone later.  Tends to cause trouble, 
  “accidentally.” 
  [13-16] 
   (Theme 053) 
   Beguiler.  This bard lives to fascinate people, or to prove that 
  monstrous evils have a soft side.  He may well devote his life to 
  moving a stone golem to tears.  Tends to focus on difficult 
  people, or solutions involving changing someone’s mind or 
  heart. 
   The fighting style Instruments of Silence is recommended. 
   
   
   
   
  
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   [17-20] 
   (Theme 054) 
   Cantor / Cantora.  This bard — likely from the wastelands, or a 
  holy land — lives to sing prayers to the gods.  In game terms, 
  that means that he can only cast spells by singing.  Also loves to 
  sing in battle, rallying his allies. 
   The fighting style Desert Threnody is recommended. 
  [21-24] 
   (Theme 055) 
   Chanter.  This guy likes to shout scary battle chants, banging on 
  war drums, or banging on goblin skulls with an axe if the rhythm 
  isn’t quite there.  Music is battle, and battle is life.  Always 
  fighting. 
   The fighting style Drum Chant is recommended. 
   
   
   
  
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  [25-28] 
   (Theme 056) 
   Charmer.  This chivalrous and romantic bard is only happy 
  when he’s wooing a married person, or winning over a new 
  lover, or getting dumped and pouting about it.  To keep the pulp 
  adventure in the game, we’ll also say that whenever he’s 
  heartbroken he cheers himself up by killing things with his 
  buddies. 
  [29-32] 
   (Theme 057) 
   Chronicler.  This bard is an historian by nature, and an 
  archaeologist by default.  Instead of going for treasure, he’ll risk 
  his life for clay tablets.  Typically found in lost temples, ancient 
  cities, tombs filled with hieroglyphics, and so forth. 
   The fighting style Elegy of Eld is recommended. 
  [33-36] 
   (Theme 058) 
   Crowther.  This bard always wants an audience, and usually gets 
  one.  He’s funny and charming, but by a twist of fate he’s actually 
  a pretty bad performer.  He may be a jester, always drunk, a joke 
  teller, a rowdy rabble-rouser, or something similar.  Always 
  carousing and fist-fighting. 
  [37-40] 
   (Theme 059) 
   Fabler.  This bard is obsessed with learning and telling the tales 
  of sentient animals, animal-human hybrids, and creatures of the 
  forest.  His favorite friends are centaurs, gnomes (for their ability 
  to speak with burrowing creatures), satyrs, shedus, sphinxes, 
  and so forth. 
   The fighting style Elegy of Eld is recommended. 
  [41-44] 
   (Theme 060) 
   Fabulist.  This bard wants to see the most wondrous magic, 
  places, monsters and treasures that the world has to offer, so that 
  he can write his masterpieces with absolute conviction.  Loves 
  talking to sentient monsters.  This is the guy who tries to charm 
  the horrific Eldritch Thing when everyone else is trying to kill it. 
   
   
   
  
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  [45-48] 
   (Theme 061) 
   Jaunter.  This bard cannot stay in the same place.  He wants to 
  sail a ship, win a kingdom and lose it, arm wrestle a giant, jump 
  off a cliff and live to tell about it, and so forth.  Will surely be the 
  person always getting the party into new dangerous situations. 
   The fighting style Arcs of Grace is recommended. 
  [49-52] 
   (Theme 062) 
   Journeyer.  This bard is determined to see the ends of the earth.  
  He wants to see every foreign realm and country once.  Unlike 
  the Jaunter, he has no interest in getting himself killed; he wants 
  to sample the wine, women, and song of every culture. 
   The fighting style Paean of the Huntsman is recommended. 
  [53-56] 
   (Theme 063) 
   Minnesinger.  This bard hails from a German- or Prussian-
  themed realm.  You may get hints of them from Grimm’s fairy 
  tales, the Nutcracker, and so forth.  Likely obsessed with 
  nightmares, the Sandman, moving dolls, gadgets, toys, 
  clockwork and intricate wonders. 
  [57-60] 
   (Theme 064) 
   Pied Piper.  This bard likes trickery, deception, betrayal, and 
  luring hordes to their doom.  The victims might be humanoids, 
  minions, soldiers or even children.  A good theme for an evil 
  bard. 
   The fighting style Cruel Dirge is recommended. 
  [61-65] 
   (Theme 065) 
   Poet / Poetess.  This bard lives to write and sing poetry, and to 
  make reality more interesting than it really is.  Unlike the 
  Archipoeta, he’s not gifted, and he’s not suicidal.  A minor 
  magician of charm.  Will typically be obsessed with dreams, 
  dream magic, escapism, illusions, and legerdemain. 
   The fighting style Lyrist’s Assist is recommended. 
  [65-68] 
   (Theme 066) 
   Raconteur.  This bard is a teller of tall tales.  The only boring 
  thing he has ever discovered is the truth.  He is a liar, a heart 
  
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  breaker, a cheat, a charlatan and he has a heart of gold.  Very 
  annoying and a lifelong loyal friend. 
  [69-72] 
   (Theme 067) 
   Rhapsodist.  This bard hails from a land or island with a Greek 
  mythology theme.  He wanders about with cloak and staff, 
  telling as many epic tales as heroes as possible so that they live 
  forever.  He’s basically Homer with a sword, a dark secret and a 
  shameless love of dryads. 
   
   
   
   
  
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  [73-76] 
   (Theme 068) 
   Sonnetist / Sonneteer.  This bard hails from an Italian-themed 
  realm.  He will be very accomplished, and perhaps a lothario.  He 
  will also be wise (against his will) to politics, poison, treachery, 
  fate, curses and mercenary contracts.  Will either be highly 
  superstitious, or completely jaded and Machiavellian. 
  [77-80] 
   (Theme 069) 
   Storyteller.  This bard is less about the fighting, and more about 
  the storytelling back in the tavern.  However, he excels at people-
  related skills — information gathering, rumor-mongering, 
  manipulation and planting ideas in people’s heads, causing riots, 
  and so forth.  He drinks as an art form, and makes sure that 
  everyone else is having a good time and drinking more than he 
  is. 
   The fighting style Barbed Retorts is recommended. 
  [81-84] 
   (Theme 070) 
   Trouper.  This bard hails from an entire clan of entertainers, and 
  these eccentrics are always entering his life (as henchmen, men-
  at-arms, informants, lost love interests, quest givers, whatever).  
  His extended family is full of jesters, jugglers, puppeteers, actors, 
  dancers and contortionists.  Maddeningly, he seems to know 
  everyone who isn’t normal. 
  [85-88] 
   (Theme 071) 
   Trouvere.  This bard hails from a French-themed land.  He is a 
  very good fighter.  He lives to duel with nobles, and especially 
  with other bards.  His duels can be riddling contests, fencing 
  matches (unfortunately sometimes to the death), dangerous 
  boating races, bets on gladiatorial champions, and so forth.  He 
  is meticulously schooled in chivalry, and uses the old codes to 
  shame virtually any noble into getting into a fight with him.  The 
  ultimate urban bard. 
  [89-92] 
   (Theme 072) 
   Trovatore / Troubadour.  This bard is Occitanian, which means 
  he incorporates a bit of the French, Italian, and Spanish cultures.  
  His chief distinction is that he strongly prefers the company of 
  
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  other bards, and if he isn’t surrounded by singers and poets he 
  does his very best to convert all those around him to the cause.  
  This is the guy in the party who tries to teach the barbarian how 
  to woo his love with a song and dance about mating 
  nightingales. 
  [93-96] 
   (Theme 073) 
   Vates.  This bard is a grave prophet from an Irish-themed realm.  
  He is a soothsayer, speaker of dire prophecies, raiser of dead 
  spirits and a man who fearlessly warns kings of their imminent 
  downfall.  He is a bard diviner, his music serves the power of 
  prophecy.  He adventures because he envisioned his own violent 
  death and feels compelled to meet it, so that the fates are never 
  dishonored. 
  [97-00] 
   (Theme 074) 
   Wanderer.  This bard is haunted.  Something terrible happened, 
  and he was probably the cause.  He is running from something, 
  and hiding a terrible secret.  Typically found in the wilderness, 
  singing of the past, and reluctant to make friendships because he 
  does not want to fail a loved one ever again. 
   The fighting style Northlander’s Lament is recommended. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
  
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   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  ~ 
   
  4 - 4 - 4 
  THEMES AND LEVEL TITLES FOR CLERICS 
   
  Roll 1d100, and refer to the following table.  (Initial recommended spell repertoires 
  are described later in this volume.) 
   
  [01-02] 
   (Theme 075) 
   Advocatus / Advocata.  This cleric is tasked with protecting his 
  faith and his faith’s temples from corrupt lords, new faiths, 
  changing laws and just about anyone else who has a mind to 
  weaken the cleric’s god in the temporal world.  He knows it is 
  crucial that he be charming, eloquent, and persuasive.  He is not 
  at all above using mind-altering magics for the cause.  When all 
  else fails, he will fight with fury. 
   Initial recommended spell repertoire (refer to Step 11):  
  Charming & Enthralling. 
  [03-04] 
   (Theme 076) 
   Almoner.  This cleric is obsessed with protecting the weak, the 
  downtrodden, and the hopeless.  He heals everyone, even 
  enemies … and he will exact favors to serve his cause.  When in 
  the city, he is giving out food and gold to worthy beggars.  In the 
  dungeon, he is risking his life to save prisoners.  Even if he is evil, 
  he will do this; although he might then demand that his subjects 
  convert to his faith or die … 
   Initial recommended spell repertoire (refer to Step 11):  Healing 
  & Purification. 
  
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  [54-07] 
   (Theme 077) 
   Anchorite.  This enigmatic hermit-cleric has withdrawn from 
  society, knowing that he needs only his god and the powers that 
  his god grants him.  He will always seek solitude, exile, 
  meditation, and privacy.  He may even refuse to speak to others 
  at times.  He is likely fanatically loyal to his party due to a 
  profound vision, in which he learned that his friends will save 
  the world from … well, he knows, but he will never tell you. 
  [08-10] 
   (Theme 078) 
   Aspirant / Novitiate.  This cleric is a freshly devout militant, new 
  to his church.  Very likely, he was a warrior (for example) whose 
  entire family was slain by evil, who prayed for vengeance and 
  received divine powers.  He is a sacred warrior, and serves his 
  temple through combat. 
   
   
  
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  [11-12] 
   (Theme 079) 
   Augur.  This cleric is obsessed with the powers of divination, and 
  his power comes from birds.  Birds are the messengers between 
  he and his god, and the winds are the roads which show where 
  birds have been and where they are going.  If a rare bird appears 
  on his window sill and flies away, he will certainly convince his 
  friends that they must go on a quest to follow it.  It means 
  something terrible. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination. 
  [13-15] 
   (Theme 080) 
   Believer.  This cleric cannot be swayed from his faith.  He speaks 
  constantly to his god, and he is unbreakable.  If his alignment is 
  ever forcefully changed, he will either resist the effect or it will 
  drive him mad.  Unfortunately this cleric can rarely tolerate the 
  presence of clerics of other faiths. 
  [16-18] 
   (Theme 081) 
   Cantor.  This (chaotic) cleric is a chanter, known for his beautiful 
  voice.  He converts everyone to his faith … not through 
  argument, but through allure and fascination.  He loves spells 
  that deal with mind control, emotional shifts, deception and 
  beguilement. 
   Initial recommended spell repertoire (refer to Step 11):  
  Charming & Enthralling. 
  [19-20] 
   (Theme 082) 
   Catechumen.  This cleric is obsessed with water and purification.  
  He knows that the world began as water, and that it will end in 
  fire, and that only purification of the unclean can bring salvation.  
  He is a healer, a potion identifier, and if he hears about (for 
  example) a sacred spring being corrupted by evil, he will 
  dedicate his life to eradicating the monstrous corruptors. 
   Initial recommended spell repertoire (refer to Step 11):  Healing 
  & Purification, Water & Cold. 
   
  
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  [21-23] 
   (Theme 083) 
   Clairvoyant.  This poor cleric-diviner is cursed … he never 
  wanted to be a holy / unholy man, but his god chose him and 
  gifted him with unwanted powers.  Not casting spells, and not 
  slaying the god’s enemies, actually causes him pain.  He is 
  
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  embittered, empathic and doubtful.  He needs his friends more 
  than they need him. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination. 
  [24-25] 
   (Theme 084) 
   Confessor.  This cleric was captured, tortured, and forced to 
  convert from his religion.  He escaped before he fully betrayed 
  his god, but partially renounced his faith to survive.  Now, he 
  lives to destroy the race that dared to corrupt him.  Pick a worthy 
  sentient enemy:  dark elves, Deep Ones, or (if he is evil) even 
  gnomes.  He lives to kill them, or even convert them, which 
  would be the ultimate irony. 
  [26-28] 
   (Theme 085) 
   Convert.  This cleric was formerly of the opposite alignment.  He 
  had a vision, traumatic experience, or bout of madness that 
  permanently changed his ethical nature.  His old god hates him, 
  and his new god embraces his confusion.  He is difficult to role-
  play and very rewarding to develop. 
  [29-31] 
   (Theme 086) 
   Cultist.  Gods are for the weak.  This god worships the Great Old 
  Ones or something similar.  If he’s evil, he probably prays to 
  Cthulhu; if he’s good, perhaps Nodens.  He is quite mad, perhaps 
  in a good way, and he fears the night, for that is when he must 
  dream and receive his spells. 
   Initial recommended spell repertoire (refer to Step 11):  
  Deception & Secrecy. 
  [32-34] 
   (Theme 087) 
   Exorcist.  This cleric, regardless of alignment, lives to repel evil 
  spirits, slay non-corporeal undead, and to create protective 
  magics.  Something horrific happened in his past, and he is 
  devoutly sworn to shielding his friends from the supernatural. 
   Initial recommended spell repertoire (refer to Step 11):  
  Abjuration & Protection. 
  [35-36] 
   (Theme 088) 
   Fledgling.  This new cleric does not understand his faith.  He is 
  an unbeliever, but a god has selected him as a chosen one.  He is 
  
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  similar to the Clairvoyant, above, but he is actually fascinated by 
  his new powers and the promise of a something greater than 
  himself to fight for.  So far, he has no idea what that actually 
  means. 
  [37-38] 
   (Theme 089) 
   Harbinger.  This cleric lives to summon forces and spirits to fight 
  for him.  He covets divine hammers of raw energy, ghost hound 
  spirits, elementals, and visitations by angels (or demons).  He 
  never travels alone, and will almost always have one or more 
  like-minded henchmen (or under-priests) in tow. 
   Initial recommended spell repertoire (refer to Step 11):  
  Conjuration & Spirit Summoning. 
  [39-41] 
   (Theme 090) 
   Haruspex.  This grim primal cleric is powered by blood magic:  
  he kills animals and monsters, spills their guts, and reads their 
  livers and other organs to tell the future.  No, I’m not kidding … 
  you may want to read up on haruspices, they’re quite 
  fascinating. 
   Initial recommended spell repertoire (refer to Step 11):  Beasts & 
  Monsters, Divination. 
  [42-44] 
   (Theme 091) 
   Healer / Palmlayer.  The classic cleric:  he lives to heal his friends.  
  It’s a tired trope, but it’s a worthy one because it keeps the 
  adventurers alive, which means more adventuring and less 
  down time.  You may need to lean rather heavily on this 
  character’s epithet and descriptors to make him unique and 
  interesting. 
   Initial recommended spell repertoire (refer to Step 11):  Healing 
  & Purification. 
   
   
   
  
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  [45-47] 
   (Theme 092) 
   Heathen Slayer.  This nasty cleric is probably a criminal, or at 
  least an outcast.  Not only can he not tolerate other faiths, he feels 
  that he must kill everyone who is of the opposite alignment on 
  
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  the good-evil spectrum.  A good excuse for a hack and slay game, 
  and fun!  But typically fatal to the cleric. 
   Initial recommended spell repertoire (refer to Step 11):  Curses & 
  Afflictions, Fire & Heat. 
  [48-49] 
   (Theme 093) 
   Holy / Unholy Seer / Seeress.  This cleric has decided that his 
  friends (likely the PCs) are in need of his eternal guidance, for 
  the greater glory of his deity.  He will be both frustrated and 
  patient while he tries to lead the party around, while also waiting 
  for others to see his point of view.  His actions will seem random 
  at times, e.g. waking up in the middle of the night and wandering 
  off to the ruins alone, then sending a holy owl back to tell the 
  adventurers where he is and why.  The GM may give him secret, 
  exclusive information (about monster lairs, treasures, secrets, 
  etc.) from time to time to keep the motif going. 
   Initial recommended spell repertoire (refer to Step 11):  
  Abjuration & Protection, Divination. 
  [50-52] 
   (Theme 094) 
   Mystic.  This cleric is an occultist.  His god is probably not good, 
  and is almost certainly chaotic.  He loves dark rituals, sinister 
  trappings, being possessed by the deity’s spirits, and 
  adventuring to acquire strange reagents and spell components. 
  [53-55] 
   (Theme 095) 
   Oracle / Soothsayer.  This cleric sells his divination powers to 
  NPCs all the time.  Sometimes, he may demand gold; other times, 
  he demands promises or information.  As a result, he is the main 
  information gatherer for his party, and the GM should feel 
  strongly encouraged to drop all of the game’s new rumors, 
  adventure hooks, and strange whispers into his ear.  His every 
  dream is a revelation of the future, but not every future comes 
  true … 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination. 
  [56-57] 
   (Theme 096) 
   Ostiarius / Temple Servitor.  This priest is a temple defender, 
  and by extension a defender of the faithful.  He is similar to an 
  
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  Almoner, but instead of protecting the weak, he protects the 
  strong (those who share his faith).  He is almost always leading 
  a force of like-minded henchmen or temple men-at-arms. 
  [58-61] 
   (Theme 097) 
   Ovate.  This cleric is nearly a druid; but he has access to clerical, 
  rather than druidic, magics.  Instead of being a worshipper of 
  nature incarnate, he is the worshipper of a nature god (Pan, for 
  example).  He abhors cities, prefers the company of animals, 
  makes his own tools and has superior wilderness survival skills. 
  [62-65] 
   (Theme 098) 
   Peregrine.  This cleric is on an eternal pilgrimage.  He is always 
  escorting the faithful to a holy site in a distant city, seeking a holy 
  relic in a ruined temple, or traveling the wilderness in search of 
  the lost original tribe of the faithful.  He is the ultimate 
  wandering priest, always adventuring; but the party may need 
  to convince him that there is a religious undertone whenever 
  they want to go somewhere new. 
  [66-70] 
   (Theme 099) 
   Savant.  This cleric received his powers as the result of an injury, 
  possession, or near death experience.  He is similar to a 
  Clairvoyant, but he is more disturbing because he is still 
  occasionally possessed by the spirit that moved him.  He will 
  temporarily forget where he is, sleepwalk, speak in tongues, or 
  when awakened in the middle of the night his eyes will shine 
  with a serpentine gold radiance. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination. 
  [71-73] 
   (Theme 100) 
   Shaman / Shamaness.  This is a tribal cleric, strongly tied to his 
  tribe (which may be barbaric in nature).  He uses fetishes or 
  talismans, prayer sticks, holy dances, smoke rituals, and 
  drumming and chanting to summon the spirits.  He does not 
  believe that he makes magic; he believes that he asks the spirits 
  to do magic for him, in the name of his god. 
   Initial recommended spell repertoire (refer to Step 11):  Beasts & 
  Monsters, Darkness & Earth, Plants & Nature. 
  
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  [74-77] 
   (Theme 101) 
   Sibyl (Female Only).  The Sibyl is a fearless prophetess, wholly 
  assured of divine protection as they share prophecies from 
  oracular pyres, sacred hearths and radiance temple sanctuaries.  
  They have the in-game advantage of being immune to all forms 
  of fear, including magical and dragon fear.  However, they also 
  
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  suffer a permanent -2 penalty to Charisma because they tend to 
  become temporarily possessed by passionate extra-planar and 
  elemental spirits who take over their voices, facial expressions 
  and short-term memories. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination, Fire & Heat. 
  [78-81] 
   (Theme 102) 
   Vampire Hunter / Huntress.  This is a “Van Helsing” cleric, 
  wholly devoted to the idea of eradicating the undead.  From a 
  game perspective, very similar to an Exorcist; but to split hairs, 
  an Exorcist is obsessed with non-corporeal undead while a 
  Vampire Hunter deals with corporeal undead.  The distinction 
  means that the Vampire Hunter will be more focused on physical 
  processes such as victim wounds, tracking, spoor, alchemical 
  cures, the need for weapons to supplement spells, etc. 
   Initial recommended spell repertoire (refer to Step 11):  
  Abjuration & Protection, Fire & Heat. 
  [82-85] 
   (Theme 103) 
   Vestal (Female Only).  This priestess is a prophetess, who is 
  known for her divine frenzies, powerful prophecies, and 
  resistance to the ever-burning oracular fires.  She is similar to a 
  Savant, but themed on the ideas of fire worship and matriarchy. 
   Initial recommended spell repertoire (refer to Step 11):  
  Abjuration & Protection, Fire & Heat, Healing & Purification. 
  [86-90] 
   (Theme 104) 
   Wise Man / Wise Woman.  This cleric is a respected elder of 
  advanced age.  There are “elderly” and “venerable” wise men, 
  and the player / GM can choose which age category the character 
  belongs to.  Elderly wise men have permanent bonuses of +1 INT, 
  +1 WIS, and +1 CHA (aura and reputation), and permanent 
  penalties of -1 STR, -1 DEX and -1 CON.  Venerable wise men are 
  similar, but the modifiers are + / - 2.  The character will probably 
  only live a few years longer … the perfect amount of time to level 
  from 1 to 14 and to go on some epic quests for the deity and the 
  faithful. 
  [91-95] 
   (Theme 105) 
  
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   Witch Hunter / Witch Huntress.  This is a cleric of a zealous god.  
  The cleric, and the deity, regard the misuse of arcane — meaning 
  non-divine, non-god-derived — powers and magic as an 
  abomination of the unworthy.  Clerics are “supposed” to wield 
  this power, but godless wizards are infidels who corrupt the 
  sacred ways.  This cleric is obsessed with killing arcane magic 
  users at the opposite end of the evil-good alignment spectrum; 
  e.g., an evil witch hunter will focus on hunting on good magic-
  users, illusionists, sorcerers, warlocks, and even humanoid witch 
  doctors.  These targets give quadruple the normal XP award 
  when taken down. 
   Initial recommended spell repertoire (refer to Step 11):  
  Deception & Secrecy, Fire & Heat. 
   
   
   
  
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  [96-00] 
   (Theme 106) 
   Zealot.  This cleric is devoted to wiping out occupiers who dwell 
  in the sacred lands of the deity and its followers.  The occupiers 
  might be current, recent, historical, or even near future 
  (depending on prophecies).  For good zealots, that means 
  humanoids:  zealots gain +1 to hit and damage when attacking 
  humanoids with physical weapons.  For evil zealots, that means 
  demi-humans:  +1 to hit and damage against dwarves, elves, 
  gnomes, and halflings.  All zealots suffer a -1 Armor Class 
  penalty, because they tend not to watch out for themselves in 
  battle … even when facing foes who are the not the mortal 
  enemy. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
   
   
  
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  ~ 
   
  4 - 4 - 5 
  THEMES AND LEVEL TITLES FOR DRUIDS 
   
  Roll 1d100, and refer to the following table.  (Initial recommended spell repertoires 
  are described later in this volume.) 
   
  [01-04] 
   (Theme 107) 
   Arbor Keeper.  This druid is devoted to the worship and 
  protection of trees, and is the devout ally of tree spirits (dryads, 
  giant owls, hamadryads, satyrs, tree dwellers, tree giants, water 
  elementals, and so forth).  He almost always dwells in the 
  wilderness, and is interested in protecting sacred lands, but also 
  in exploring new lands and in discovering new spirits and allies 
  to converse with. 
   Initial recommended spell repertoire (refer to Step 11):  Tree & 
  Plant Spirits, Warding & Protection. 
  [05-08] 
   (Theme 108) 
   Ash / Rowan Druid / Druidess.  This druid venerates the spirit 
  of the ash and rowan trees.  The principles of the ash include:  
  geases (compelled and sacred quests), grove protection, 
  prophecy, the collection of magical wands and staves, and the 
  purification of the roots of the World Tree (which amounts to 
  killing corrupting monsters in the netherworld). 
   Initial recommended spell repertoire (refer to Step 11):  
  Enchantment & Binding, Tree & Plant Spirits. 
  [09-12] 
   (Theme 109) 
   Briar Treader / Forester.  This is a backwoods druid, who forges 
  new paths and manages wildlife.  Grazing animals are culled for 
  overpopulation, and predatory animals and monsters are slain 
  to keep the balance.  Focuses on the magic of paths, stealth, 
  thorns, and travel. 
  
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   Initial recommended spell repertoire (refer to Step 11):  Stealth & 
  Secrecy, Wild-Wandering. 
  [13-16] 
   (Theme 110) 
   Child of Vortigern.  This is a Bretonian “King Arthur” druid.  He 
  is both a kingmaker and a preserver, focusing on the shifts in 
  human and demi-human alignment power and preserving the 
  balance.  He may adventure and fight for a beleaguered good 
  king in evil lands, or may even (temporarily) ally with neutral or 
  evil forest tribesmen who are protecting a forest from zealous 
  good invaders. 
   Initial recommended spell repertoire (refer to Step 11):  Blood & 
  Vitae, Warding & Protection. 
  [17-20] 
   (Theme 111) 
   Dryw.  This is a Welsh-themed druid, quite well-represented by 
  the general advanced rules of 1978.  The word “Dryw” can be 
  interpreted as “seer” or “wren,” which (in fantasy) can be 
  construed to mean that he is an druidic Augur.  Refer to Augur 
  under the clerical class theme section for further details. 
  [21-25] 
   (Theme 112) 
   Faerie Caller.  This druid is a dear friend of the little people.  He 
  allies with, fights for, goes on quests for, and summons the 
  brownies, changelings, pixies, sprites, and other such creatures.  
  He also has extensive knowledge of the monstrous enemies of 
  the faeries, which means that the GM can provide secret monster 
  lore to the player at various times.  These monsters include 
  banshees, evil lycanthropes, hags, kelpies, merrow and shadow 
  hounds. 
   Initial recommended spell repertoire (refer to Step 11):  Radiance 
  & Faerie. 
  [26-30] 
   (Theme 113) 
   Grove Druid / Druidess.  The grove druid is destined to find a 
  haunted or corrupted forest, purify it, and to become to the 
  leader of a new druidic circle.  This is a good choice when the 
  GM wants to run a forest-themed campaign, with rangers, 
  huntsmen, elven factions, and so forth.  All cursed ruins, 
  
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  dungeons, caves and evil monsters in the forest will need 
  cleansing; and the druid will need many allies. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination & Oak Truth, Tree & Plant Spirits. 
  [31-35] 
   (Theme 114) 
   Hierophant Initiate:  This druid is a scout and spy for the high 
  druidic circle of grove elders and Hierophants.  He searches for 
  places of extreme evil and chaos, and report them to the elders, 
  and perhaps helps to restore balance by wiping out monsters.  He 
  also looks for places of extreme good and extreme law, as these 
  are long-term conditions which tend to cause cities to grow, 
  human populations to shrink, animal populations to decline, and 
  untenable deforestation.  The initiate is welcome to journey with 
  and befriend adventurers of any alignment, as such people are 
  not regarded as a wide threat; the initiate seeks out huge threats 
  to the cosmic balance which affect the natural balance. 
   Enchantment & Binding, Stealth & Secrecy. 
  [36-40] 
   (Theme 115) 
   Hieros:  This is a Greek-themed Arcadian druid.  He will be a 
  friend and enemy of centaurs, satyrs, tribesmen, and so forth; 
  and is tasked with hunting and slaying monstrous boars, wolves, 
  bears, and other corrupted abominations of nature.  If you want 
  to stretch the concept a bit, he could also go on a crusade against 
  corrupt human-beast hybrids such as evil sphinxes, lamias and 
  manticores. 
  [41-45] 
   (Theme 116) 
   Lightning Caller / Storm Bringer.  Everyone’s favorite druid-
  wizard; this crazy guy always has wild eyes and static in his 
  beard.  He loves summoning storms, standing out in the rain, 
  shouting down lightning and blowing up his enemies.  You can 
  come up with some ethical concerns to support the fun if you 
  like. 
   Initial recommended spell repertoire (refer to Step 11):  Fire & 
  Thunderbolt, Sky & Celestials. 
  [46-50] 
   (Theme 117) 
  
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   Moonchild.  This druid is focused on the magic and meaning of 
  equinoxes, solstices, seasons, eclipses, and sky divination.  He 
  will be a friend of aerial beasts, birds and some monsters, and 
  will be an enemy of monsters such as darkness demons, 
  darkness-causing 
  monsters, 
  lycanthropes, 
  mephitic 
  imps 
  (poisonous vapor spirits) and shadows.  For personality, he is 
  probably intensely claustrophobic.  Have fun with that. 
   Initial recommended spell repertoire (refer to Step 11):  Radiance 
  & Faerie, Sky & Celestials. 
   
   
   
   
  
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  [51-55] 
   (Theme 118) 
   Naturalist.  This druid is obsessed with the natural sciences and 
  natural history, in a supernatural and magical world.  He is 
  basically a cross between Charles Darwin, John Muir, Henry 
  Thoreau and an orc-slaying barbarian.  He probably dwells on 
  an island filled with poisonous lotus flowers, above a pool of 
  quicksand inside a stilted hut, or at the top of a redwood tree.  
  Play him crazy, yes, but it’s a good crazy. 
   Initial recommended spell repertoire (refer to Step 11):  Beasts & 
  Insects, Wild-Wandering. 
  [56-60] 
   (Theme 119) 
   Oak Seer / Seeress.  This druid venerates the powers of the oak 
  spirit.  The principles of the oak include divination with 
  reflecting pools, mistletoe harvesting, shape shifting, bull riding 
  (long story) and the protection of rivers and streams. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination & Oak Truth, River & Pool. 
  [61-65] 
   (Theme 120) 
   Pagan.  This is a rural druid, who befriends the country folk and 
  protects them from humanoids and monsters.  He also protects 
  the forest, and teaches the folk not to wipe out the forest or its 
  protectors.  He probably dwells in a sacred grove in a hamlet or 
  village, surrounded by adorers.  He is certainly not above 
  entering dungeons and ridding the countryside of evil from time 
  to time. 
   Initial recommended spell repertoire (refer to Step 11):  Wild-
  Wandering. 
  [66-70] 
   (Theme 121) 
   Primal Druid / Druidess.  This uncivilized druid is a devout 
  follower of the Old Ways.  He believes in beast slaying, blood 
  sacrifice, trophy taking, mandrake harvesting, herbal poison 
  brewing and moon dancing.  If you want to play a guy who runs 
  around skyclad in warpaint howling at the moon as he throws 
  spears at bears and then mounts their bloody skulls in gardens 
  to make dripping-fertile soil for his poison herbs, this is the 
  theme for you. 
  
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   Initial recommended spell repertoire (refer to Step 11):  Blood & 
  Vitae, Sky & Celestials. 
   
   
   
   
  
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  [71-75] 
   (Theme 122) 
   Shape-Shifter / Skin-Wearer.  This druid is convinced that to 
  understand and protect the animals, you need to be one.  Even if 
  he is not a shape shifter yet, he is completely focused on 
  achieving that goal.  His enemies are primarily the undead, 
  especially liches and vampires and other dread corruptors of the 
  life spirit. 
   Initial recommended spell repertoire (refer to Step 11):  Beasts & 
  Insects, Stealth & Secrecy. 
  [76-80] 
   (Theme 123) 
   Stone Shaper.  This is a cave and netherworld druid.  He 
  harvests valuable fungi and mushrooms, cultivates the deep 
  roots of the World Tree saplings, and uses earth and stone magic 
  to summon elementals and crush his enemies. 
   Initial recommended spell repertoire (refer to Step 11):  Earth & 
  Stone. 
  [81-85] 
   (Theme 124) 
   Sun Brother / Sister.  This is as close as you can get to a druidic 
  pyromaniac.  He believes in burning his enemies, blasting 
  creatures of the darkness with sacred sunlight, blinding foes, and 
  generally lighting up the dark.  Why?  Well, it’s fun, and he 
  worships the Eternal Sun Spirit.  Or something. 
   Initial recommended spell repertoire (refer to Step 11):  Fire & 
  Thunderbolt, Radiance & Faerie. 
  [86-90] 
   (Theme 125) 
   Wicker Man / Woman.  This is a creepy sacrificial druid, the kind 
  that would exist if all of the Roman horror stories were true.  He 
  loves to keep the wilds pure by wiping out invaders, torturing 
  them, feeding them to beasts, or maybe even eating them.  He’s 
  not evil, just feral and protective.  His favorite way of making 
  sacrifices is to (spoiler) stuff victims into a wooden giant or 
  juggernaut and set it on fire. 
   Initial recommended spell repertoire (refer to Step 11):  Blood & 
  Vitae, Fire & Thunderbolt. 
  [91-95] 
   (Theme 126) 
  
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   Willow Druid / Druidess.  This druid venerates the power of the 
  willow spirits.  The principles of the willow include water magic, 
  quicksand magic, tree spirit summoning, traps, evasion, and 
  enchanted sleep (typically brought about with mushroom 
  powder applied to darts or thorns). 
   Initial recommended spell repertoire (refer to Step 11):  River & 
  Pool, Tree & Plant Spirits. 
  [96-00] 
   (Theme 127) 
   Yew Druid / Yew Druidess.  This druid worships the yew spirits.  
  Principles of the yew tree include protection of evergreen forests, 
  collecting spells and books, making wands and scrolls, and 
  purifying evil or corrupted places. 
   Initial recommended spell repertoire (refer to Step 11):  
  Enchantment & Binding, Tree & Plant Spirits. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  ~ 
  
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  4 - 4 - 6 
  THEMES AND LEVEL TITLES FOR FIGHTERS 
   
   
   
  Fighter themes mostly assume a weapon preference.  If you like the concept, you can 
  run with it — an archer, for example, would favor the long bow, short bow, and maybe 
  a knife or javelin.  But if you find this too constricting, you can then either choose a theme 
  you like, or assume that the fighter began as this theme and then began to evolve away 
  from it.  This latter option can be amusing; for example, a trained archer who begins 
  following buddies on dungeon expeditions will be constantly freaking out about melee, 
  short-range encounters, lighting conditions, lines of sight and formations.  In other 
  
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  words, these themes can be used for role-playing opportunities instead of just weapon 
  selection. 
  Roll 1d100, and refer to the following table. 
   
  [01-04] 
   (Theme 128) 
   Amazon (Female Only).  This fighter comes from a matriarchal 
  society.  She always talks down to men, even her friends, simply 
  because foreign men don’t seem to know their place.  She is 
  fearless, swift, and probably an excellent archer. 
  [05-09] 
   (Theme 129) 
   Archer or Crossbowman.  This fighter likes bows.  Archers tend 
  to be accustomed to indirect fire, and so in dungeons they might 
  favor oil flasks and grenade-like weapons.  Crossbowmen tend 
  to favor fighting in formation (due to reload times), and may 
  exhort their parties to fight in strict lines of battle instead of just 
  running everywhere (and forcing ranged weapon users to fire 
  into a wild melee where friendly targets might get hit. 
  [10-13] 
   (Theme 130) 
   Armsman / Armswoman.  This fighter is equally comfortable 
  with melee and ranged combat, but in hand-to-hand combat 
  reveals a strong preference for pole arms, shield walls, and 
  formation fighting. 
   The fighting style Lord’s Armsman is recommended. 
  [14-18] 
   (Theme 131) 
   Axe Bearer.  This guy single-handedly puts the “hack” in hack-
  and-slash.  He probably prefers to fight with no shield and either 
  a battle axe or two hand axes, and is likely to keep a bandolier 
  sheaf of throwing axes too.  You know, just in case. 
   The fighting style Axeman’s Gear is recommended. 
  [19-22] 
   (Theme 132) 
   Battler / Skull Crusher.  This fighter is in love crushing skulls 
  with bludgeons.  Preferably maces, but hammers, mauls, clubs, 
  saps and blackjacks are good too.  Blunt trauma is the best 
  trauma. 
   The fighting style Fist of Corynetes is recommended. 
  
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  [23-27] 
   (Theme 133) 
   Bodyguard / Protector.  This worthy fighter believes that an 
  adventuring party can only succeed if the more vulnerable 
  members are protected by cold steel.  Usually, this means 
  standing in front of magic-users and other spell slingers, but it 
  also involves heroic acts such as fighting over the fallen body of 
  an unconscious comrade, or pulling a friend out of a disastrous 
  battle with a heroic fighting withdrawal. 
  [28-31] 
   (Theme 134) 
   Brawler.  This fighter is more of a martial artist, pugilist, and / or 
  wrestler.  If your GM is willing to mix in some monkish ideals — 
  none of the mysticism, but all of the light armor and martial arts 
  tenets — you should certainly run with that.  Otherwise, he will 
  favor fist weapons, spiked bucklers, boot-tip blades (for kicks), 
  lassos, subdual, choke-outs, and so forth. 
  [32-36] 
   (Theme 135) 
   Challenger / Imperial Warrior.  This guy is very well-funded by 
  his legion or by his family.  In most games, that means a long 
  bow and a two-handed sword.  He dislikes shields, but doesn’t 
  mind heavy plate armor.  His maxim is “Hold my ale, I’m going 
  in swinging for maximum damage, you guys heal and cover 
  me.”  It doesn’t always go so well. 
   The fighting style Imperial Regalia is recommended. 
  [37-40] 
   (Theme 136) 
   Duelist.  This fighter is into one-on-one fights, and proving he’s 
  the best.  He’s the one who always charges the chieftain, shouts 
  curses out the necromancer hiding behind his gnoles, or hunts 
  down arch-villains to give them an angry preaching to before 
  throwing down.  As a variant, a less scrupulous duelist can be a 
  bounty hunter, tracking down criminals and bringing them to 
  justice … dead or alive. 
  [41-45] 
   (Theme 137) 
   Fencer.  This agile fighter prefers a light, fast blade and a trusty 
  shield.  Instead of a long sword, he might favor a rapier, saber, 
  or even a cutlass.  If he’s not a pirate, he’s probably a 
  swashbuckler, gentleman adventurer, and / or sailing captain. 
  
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   The fighting style Sword and Board is recommended. 
  [46-49] 
   (Theme 138) 
   Footman / Footwoman.  This uncompromising scrap fighter 
  believes in both maximum damage and maximum protection.  
  He probably carries a virtual arsenal, including a shield, sword, 
  bow, throwing weapon, and a dagger in the boot.  Plus a few 
  extras.  You know, in case he gets searched.  If he can find a way 
  to strap a spiked shield to his back, a great helm over a mail coif, 
  and burning pitch applied to his blade, he’ll do it. 
   The fighting style Heavy Footman is recommended. 
  [50-54] 
   (Theme 139) 
   Gladiator / Gladiatrix.  This fighter is either a mercenary 
  professional, or a freed / escaped gladiatorial slave.  He is the rare 
  warrior who despises killing although he’s probably the best at 
  it.  You can add a strong Roman theme if you like; there were 
  dozens of gladiator types which you can choose from, and the 
  background on some of them is quite fascinating. 
   The fighting style Gladiator’s Panoply is recommended. 
  [55-58] 
   (Theme 140) 
   Guardsman / Guardswoman.  This fighter used to be a city or 
  town guard.  He’s not only good at fighting, he’s good at 
  perceiving hidden objects, detecting lies, carrying heavy loads, 
  and — to an extent — sneaking after bad guys.  Your GM may 
  decide that his alert presence reduces your party’s chances of 
  being surprised by 50%; however, if that’s the case then the 
  ability should be counter-balanced by a disadvantage (such as a 
  phobia, -2 Charisma, or fear of a specific supernatural monster 
  type). 
  [59-63] 
   (Theme 141) 
   Hoplite.  This is a Greek-themed fighter.  He prefers a spear, 
  short sword and shield.  Potential hoplite role-playing hooks 
  include a preference for plumed helmets, spear grounding and 
  waiting for enemy charges, devout loyalty, thriving on low 
  rations or adverse conditions, and perhaps a hatred of 
  legionnaires (below). 
   The fighting style Spartan Regalia is recommended. 
  
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  [64-67] 
   (Theme 142) 
   Legionnaire.  This is a Roman-themed fighter.  He prefers a large 
  shield, breastplate, sword and spear (or javelins, or plumbata 
  darts).  Potential legionnaire role-playing hooks include fatalistic 
  gravitas, abhorrence of chaos (as an ethos), stern discipline, and 
  strict obedience to a leader. 
  [68-72] 
   (Theme 143) 
   Man-at-Arms / Woman-at-Arms.  This is an interesting fighter, 
  because he used to be one of the spear carriers who would fight 
  to protect adventuring NPCs in dungeons while they all treated 
  him like crap.  He will be very brave, poor, perhaps a little stupid 
  (or is it an act?), and fun to role-play.  He will always be rolling 
  his eyes, shaking his head (while not being watched), muttering 
  under his breath, or randomly coming up with an ingenious plan 
  while all of the other players are arguing like idiots. 
  [73-78] 
   (Theme 144) 
   Mercenary Skirmisher.  This lightly-armored fighter prefers 
  hiding, tracking, speed, low encumbrance, scouting, and ranged 
  combat whenever possible.  He prefers slings, thrown weapons, 
  and the occasional bow and arrow.  For role-playing, he will 
  excel in reconnaissance, flanking attacks (“let’s lead them 
  through these six mapped rooms and then circle back and hit 
  them from behind”), improvised missiles and hit and run tactics. 
   The fighting style Tunnel Runner’s Gear is recommended. 
  [79-82] 
   (Theme 145) 
   Sentry.  This fighter is very similar to a guardsman, but he was 
  more of a personal guard for a wealthy NPC.  He is used to 
  standing vigil alone for long periods of time.  He doesn’t work 
  well with conflicting orders, but excels in dealing with darkness, 
  stealth, laying ambushes or attacking from cover.   He is likely to 
  have the same alertness ability of a guardsman as well. 
   
   
   
  
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  [83-86] 
   (Theme 146) 
   Sergeant.  This fighter makes a lifelong habit out of hiring and 
  leading platoons of men-at-arms, and the men idolize him.  He 
  
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  talks about shitting in flooded trenches during a 72-hour siege, 
  eating raw toads, and arm wrestling with badgerbears.  He 
  always takes damage while he fights alongside his men, who still 
  think he’s immortal.  He loves the smell of flaming oil in the 
  morning.  It smells like victory. 
   The fighting style Captain’s Pride is recommended. 
  [87-90] 
   (Theme 147) 
   Shield Bearer / Defender.  This protective fighter is all about the 
  heavy armor.  If he has to choose between chain mail and a two-
  handed sword, or plate mail and a rusty knife and shield, he’ll 
  take the knife every time.  He occasionally acts as a bodyguard 
  (above), but his sense of self-preservation is much higher.  He 
  loves one-handed weapons, shield slams, great helms and 
  fighting in close formation. 
  [91-95] 
   (Theme 148) 
   Trophy Hunter / Trophy Huntress.  This fighter kills things to 
  collect their body parts.  He’s similar to a big game hunter, except 
  that “big” can mean “any size of monster” and “game” can mean 
  “anything that’s in my way.”  If he gains treasure, he instantly 
  puts it toward building a trophy hall filled with stuffed bears, 
  beheaded dragons, giant skulls and ogre testicles.  Ew.  P.S.:  
  Alchemists, mages, and any others who need material spell 
  components absolutely love this guy. 
   The fighting style Onslaught is recommended. 
  [96-00] 
   (Theme 149) 
   Tunnel Soldier / Trooper.  This fighter only wants to fight.  
  Preferably underground.  He doesn’t want to think, make 
  decisions, parley or talk about the weather.  He doesn’t care if 
  you like how he smells.  And if you want him to carry something, 
  he’s going to carry his own ass into battle as long as you’re giving 
  the orders and fighting alongside him.  Play him as mute, deaf, 
  and obsessed with caves, dirt, and tunnel crawling for extra 
  points. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
  
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   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  ~ 
   
  4 - 4 - 7 
  THEMES AND LEVEL TITLES FOR ILLUSIONISTS 
   
  Roll 1d100, and refer to the following table.  (Initial recommended spell repertoires 
  are described later in this volume.) 
   
  [01-04] 
   (Theme 150) 
   Astral Walker.  This illusionist is reveres the sky, astral plane, 
  stars, mists, and astral phenomenon both mundane (rainbows) 
  and magical (wind-woven dimensional gates). 
   Initial recommended spell repertoire (refer to Step 11):  Mists & 
  Cloud Shaping, Prismatic Wonders. 
  [05-09] 
   (Theme 151) 
  
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   Beguiler.  This illusionist is only happy when he is baffling 
  people, and making them wonder about the nature of reality.  He 
  is similar to a stage magician, but darker and more sinister in 
  nature (perhaps consider Lord of Illusions by Barker). 
   Initial recommended spell repertoire (refer to Step 11):  Beguiling 
  & Enlightenment, Shadowry & Mirrors. 
  [10-13] 
   (Theme 152) 
   Chaos Bringer.  This creepy illusionist believes that our world is 
  the shadow of a truer world, and that our truer selves are shadow 
  creatures who need to break into this world to liberate us as their 
  reflections.  Probably not exactly sane. 
   Initial recommended spell repertoire (refer to Step 11):  Shadow 
  Summoning, Voice Throwing & Mimicry. 
  [14-17] 
   (Theme 153) 
   Charlatan.  Similar to a Beguiler, but this illusionist wants to rob 
  people, sell them crap (such as snake oil potions) or infiltrate a 
  castle and pretend he’s the king for a day.  The treasury will 
  probably be fairly empty on that day … 
   Initial recommended spell repertoire (refer to Step 11):  Veils & 
  Face Dancing, Voice Throwing & Mimicry. 
  [18-21] 
   (Theme 154) 
   Charmer.  Similar to a beguiler, above, but he focuses on light 
  and optimism instead of darkness and despair.  He needs to be 
  loved, or at least marveled at. 
   Initial recommended spell repertoire (refer to Step 11):  Beguiling 
  & Enlightenment, Prismatic Wonders. 
  [22-26] 
   (Theme 155) 
   Crystal Gazer / Prism Gazer.  This illusionist believes that 
  illusions hide the truer nature of reality.  He adores crystals, 
  gems, reflections, and magical light … all of which further his 
  studies. 
   Initial recommended spell repertoire (refer to Step 11):  Arcane 
  Deduction, Prismatic Wonders. 
  [27-30] 
   (Theme 156) 
   Deceiver.  This illusionist is similar to a charlatan, but he acts on 
  a more personal level.  He wants to replace a rival to take a new 
  
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  lover under the rival’s guise, steal an identity, or beat a 
  doppelganger and its own tricks.  His role-playing hooks are 
  long-term memory, vengeance, misplaced desires and an 
  unforgiving nature. 
   Initial recommended spell repertoire (refer to Step 11):  Beguiling 
  & Enlightenment, Veils & Face Dancing. 
  [31-35] 
   (Theme 157) 
   Deluder.  This chaos-driven, or madness-driven, illusionist 
  wants to change the collective minds of society so that the 
  populace is ready for a great change in the cosmic order.  They 
  sow chaos, confusion, conduct mass hallucinations, and garble 
  communication between powerful people.  They consort with 
  monsters who ally with their cause, and kill the rest.  In my own 
  campaign, these disturbing individuals are disciples of the King 
  in Yellow. 
   Initial recommended spell repertoire (refer to Step 11):  
  Shadowry & Mirrors, Veils & Face Dancing. 
   
   
  
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  [36-39] 
   (Theme 158) 
   Dreamer / Dreamlander.  This illusionist belongs to the school 
  of Randolph Carter; he wants only to visit, explore, and 
  eventually live in H. P. Lovecraft’s Dreamlands.  He studies the 
  nature of dreams, daydreams, nightmares, and dimensional 
  realities as he prepares to make his ultimate transition to dream-
  life many years from now. 
   Initial recommended spell repertoire (refer to Step 11):  Mists & 
  Cloud Shaping, Shadow Summoning. 
  [40-44] 
   (Theme 159) 
   Dungeon Haunter.  This illusionist is a master treasure hunter 
  and monster slayer.  He focuses on supporting his party with 
  summoned shadow monsters and illusions, and using voice 
  throwing to create diversions and chances for ambush.  He 
  chooses illusions that terrify monsters — patriarchs, paladin 
  lords, troops of elven archers, and so forth. 
  [45-48] 
   (Theme 160) 
   Eidolon / Visionary.  This illusionist is a conceptual visionary.  
  He uses illusions in creative ways, attempting to create GM-
  challenging inventions such as moving paintings, illusory pits 
  and doors, bottomless pits which lead only into solid stone, and 
  so forth.  A good choice for thinking players. 
   Initial recommended spell repertoire (refer to Step 11):  Arcane 
  Deduction, Mists & Cloud Shaping. 
  [49-53] 
   (Theme 161) 
   Enthraller.  This illusionist likes to be served.  He wants to mind 
  control followers, henchmen, bodyguards, manservants, and 
  even face-warped imposters which carry his own image.  He 
  wants the entire world to look like him, and to serve him.  He is 
  a frustrating yet valuable ally. 
   Initial recommended spell repertoire (refer to Step 11):  Beguiling 
  & Enlightenment. 
  [55-57] 
   (Theme 162) 
   Ethereal Wanderer.  Similar to an astral walker, but this 
  illusionist is fascinated by the ethereal plane, planar travel, cloud 
  
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  castles, and accelerated journeys.  He is a voyager, who uses the 
  powers of illusion to explore the world(s) as quickly and as 
  distantly as possible. 
   Initial recommended spell repertoire (refer to Step 11):  Arcane 
  Deduction, Mists & Cloud Shaping. 
  [58-62] 
   (Theme 163) 
   Face Dancer.  This illusionist is a human doppelganger.  He 
  enjoys 
  disguise, 
  misdirection, 
  stealing 
  passwords 
  and 
  information, 
  infiltration, 
  impersonation, 
  and 
  identity 
  assumption.  He probably has a huge heist in mind, eventually; 
  but no one can guess what it might be. 
   Initial recommended spell repertoire (refer to Step 11):  Veils & 
  Face Dancing. 
  [63-67] 
   (Theme 164) 
   Hypnotist / Mesmerist.  This illusionist wants secrets, lore, and 
  information; but he wants to do it with as little violence and as 
  much subtlety as possible.  His favorite movie (in an alternate 
  world and time) is Inception.  He loves mind reading, dream 
  pulling, hypnotism, and hypnotic suggestion. 
   Initial recommended spell repertoire (refer to Step 11):  Beguiling 
  & Enlightenment. 
  [68-72] 
   (Theme 165) 
   Labyrinth Threader.  This illusionist prefers to hunt in dungeons 
  for treasure and arcane knowledge.  However, unlike the 
  dungeon haunter he does not enjoy confrontation.  He prefers 
  magical stealth, scouting, and illusions which make traversing 
  dungeons easier (such as creating a door for an orcish patrol to 
  go through, while he takes the real door elsewhere). 
   Initial recommended spell repertoire (refer to Step 11):  Arcane 
  Deduction, Shadowry & Mirrors. 
  [73-77] 
   (Theme 166) 
   Masquer:  This illusionist is enthralled by high society, nobility, 
  caravans, faires, and religious festivals.  He is almost always 
  masked, either with a real mask — the plague doctor visage 
  being a favorite — or an illusory fantastical face.  His illusions 
  tend to be flamboyant, such as flying lions, juggled fires, rings of 
  
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  shadow magic and so forth.  When he’s angry, these gaudy tricks 
  turn deadly. 
   Initial recommended spell repertoire (refer to Step 11):  
  Shadowry & Mirrors, Veils & Face Dancing. 
  [78-82] 
   (Theme (167) 
   Mist Weaver / Veilist.  This illusionist is all about mist, fog, haze, 
  grounded clouds, and even poisonous vapors.  He is enthralled 
  by the idea of the elemental planes of air and water, and is also 
  interested in exploring faerie land and shadowland (see the 
  dreamer theme for a similar longing). 
   Initial recommended spell repertoire (refer to Step 11):  Mists & 
  Cloud Shaping. 
  [83-87] 
   (Theme 168) 
   Phantasmagorian / Spectralist.  This illusionist is a haunted 
  haunter, a Gothic magician who frightens himself and others 
  with illusions of the macabre.  He is fascinated by undead and 
  also repelled by them.  He has a bit of Edgar Allan Poe, Roderick 
  Usher, and Vincent Price in his psyche.  His ghost illusions and 
  shadow creatures are terrifying and unparalleled. 
   Initial recommended spell repertoire (refer to Step 11):  
  Shadowry & Mirrors, Voice Throwing & Mimicry. 
  [88-94] 
   (Theme 169) 
   Shadow Summoner / Shadow Weaver.  This illusionist is similar 
  to a dungeon haunter, but he is less aggressive, and more 
  cautious.  He much prefers urban and wilderness adventures to 
  dungeon crawls, and uses his shadows and illusions to protect 
  himself and his friends. 
   Initial recommended spell repertoire (refer to Step 11):  Shadow 
  Summoning. 
  [95-00] 
   (Theme 170) 
   Wish Bringer / Nightmare Bringer.  This eccentric, capricious, 
  and somewhat childlike illusionist is a depressed former idealist.  
  He uses his illusions to make other people happy.  When forced 
  to violence, however, he can use terrifying forces to destroy his 
  foes.  Think Willy Wonka, crossed with Doctor Jekyll and Mister 
  Hyde. 
  
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   Initial recommended spell repertoire (refer to Step 11):  Arcane 
  Deduction, Beguiling & Enlightenment. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
   
   
  
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  ~ 
   
  4 - 4 - 8 
  THEMES AND LEVEL TITLES FOR MAGES 
   
   
   
  Roll 1d100, and refer to the following table.  (Initial recommended spell repertoires 
  are described later in this volume.) 
   
  [01-05] 
   (Theme 171) 
   Abjurer.  This mage is either a hypochondriac scaredy-cat, or a 
  noble defender of his friends.  In either instance, he has chosen 
  
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  to specialize in abjuration and protective magics.  He avoids 
  danger whenever possible, but always seems to be in imminent 
  danger … 
   Initial recommended spell repertoire (refer to Step 11):  
  Abjuration & Protection. 
  [06-09] 
   (Theme 172) 
   Aeromancer / Wind Mage.  This mage is fascinated by air magic, 
  and studies winds, the sky, mountain peaks, and the elemental 
  plane of air. 
   Initial recommended spell repertoire (refer to Step 11):  
  Aeromancy & Wind Mastery. 
  [10-14] 
   (Theme 173) 
   Apprentice / Neophyte.  This mage is a plucky neophyte who is 
  out way past his bedtime.  He’s likely a teenage prodigy, 
  sneaking out with the big people on daring adventurers; or, he’s 
  an orphan “adopted” by the party.  He’s basically fearless, but 
  due to his youth and small size his ability scores are modified:  -
  1 STR, +1 DEX, -1 CON, +1 INT, -1 WIS, +1 CHA. 
  [15-19] 
   (Theme 174) 
   Arcane Scribe.  This mage is a bibliophile, a collector, and an 
  antiquarian.  His life revolves around decrypting riddles, 
  deciphering old maps, and writing down as many spells as 
  possible.  He can — when he gains some experience — create 
  magic scrolls with half the normal required time and gold 
  investments, but he can never learn how to make potions (which 
  simply do not interest him). 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination & Lore Mastery. 
  [20-24] 
   (Theme 175) 
   Astrologer.  This is the classic wizard in a robe, with a pointy hat, 
  newfangled spectacles and an owl familiar.  He is a diviner and 
  sky master by trade, and he knows everything there is to know 
  about the stars … particularly as they relate to both dimensional 
  gates and zodiacal prophecy.  After he gets over the adventuring 
  life, he will settle down as some noblewoman’s advisor. 
  
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   Initial recommended spell repertoire (refer to Step 11):  
  Aeromancy & Wind Mastery, Divination & Lore Mastery. 
  [25-29] 
   (Theme 176) 
   Cabalist.  This eerie mage belongs to a necromantic secret 
  society.  He belongs to Kubrick’s Eyes Wide Shut conspiracy in 
  another world.  They have dire plots to be hatched, which 
  involve resurrecting a dead (anti-?) hero, summoning a demon 
  lord and controlling it (ha!), achieving supremacy through 
  sensual indulgence, or overthrowing the king and replacing him 
  with Hastur the Unspeakable.  He’s not a nice guy, but he has 
  fascinating friends, and oh does he throw the best magical 
  parties. 
   Initial recommended spell repertoire (refer to Step 11):  Illusions 
  & Trickery, Necromancy & Death Magic. 
  [30-34] 
   (Theme 177) 
   Chiromancer.  This shady mage has a daytime business:  he’s a 
  crystal ball scryer, palm reader and fortune teller.  He does 
  business out of a Professor Marvel wagon so he can leave quickly 
  when the law or questions or angry clients get too prickly.  His 
  real business involves stealing secrets out of people — typically 
  with ESP, hypnotism, and detection spells — and then either 
  acting on the information, going on a quest with the information, 
  or selling the information to thieves. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination & Lore Mastery. 
  [35-39] 
   (Theme 178) 
   Diabolist / Demonologist.  This evil mage consorts with demons 
  or devils, depending on alignment.  He wants infernal power at 
  all costs, and will probably become a lich in later life … if he 
  survives that long.  An interesting twist on the trope is a neutral 
  diabolist, who thinks he’s still a good guy but is slowly falling to 
  the dark side because he cannot control his appetite for power at 
  all costs.  His friends might be able to save him, or not. 
   Initial recommended spell repertoire (refer to Step 11):  
  Evocation of Violent Forces, Necromancy & Death Magic. 
   
  
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  [40-43] 
   (Theme 179) 
   Dread Mage.  This evil or neutral mage is rather twisted.  He 
  enjoys contorting his enemies, impaling them, burning them to a 
  crisp or polymorphing them into mice so his cat familiar can feast 
  upon him.  His goal in life is to kill someone worth killing, in the 
  most bizarre way imaginable. 
   Initial recommended spell repertoire (refer to Step 11):  
  Alteration of Flesh & Body Warping, Evocation of Violent Forces. 
  [44-47] 
   (Theme 180) 
   Dweomer Crafter / Transmuter.  This mage is obsessed with 
  inanimate objects and their properties.  He wants to turn lead 
  into gold, create glass-steel, find a recipe for cold adamantite 
  forging, and create an iron golem.  He’s an ambitious materials 
  inventor of sorts, and probably wears a pair of haphazardly-
  fashioned micro-vision safety goggles. 
   Initial recommended spell repertoire (refer to Step 11):  
  Alteration of Objects & Transmutation, Geomancy & Metal 
  Mastery. 
  [48-51] 
   (Theme 181) 
   Earth Mage / Geomancer.  This is a netherworld and dungeon 
  mage, who has a gift for casting earth-, stone- and metal-themed 
  spells.  He is obsessed with precious metals and jewels, 
  particularly for their reagent properties.  His ultimate goal is 
  likely to create a tower or castle of his own, guarded by living 
  statues, juggernauts, earth elementals and a stone golem. 
   Initial recommended spell repertoire (refer to Step 11):  
  Geomancy & Metal Mastery. 
  [52-55] 
   (Theme 182) 
   Elementalist.  This mage is fascinated by the elemental planes, 
  but he is too curious and adventurous to specialize.  He loves air, 
  earth, fire and water spells.  Although interested in knowledge, 
  he’s even more interested in acquiring more spells and going on 
  planar jaunts in the future. 
  
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   Initial recommended spell repertoire (refer to Step 11):  
  Aeromancy & Wind Master, Geomancy & Metal Mastery, 
  Hydromancy & Frost Mastery, Pyromancy & Lightning Mastery. 
  [56-60] 
   (Theme 183) 
   Eyebiter.  This mage enjoys giving people the (magical!) evil eye.  
  He inflicts curses, causes diseases, and causes fear and insanity.  
  As a game advantage, he can cast spells that have a vocal 
  component without using his voice, as long as can make eye 
  contact.  (This makes him quite dangerous if he is sneaking 
  around, surreptitiously casting spells in a city, or captured.)  As 
  a downside, due to his cursed nature spells which have a 
  material component have a 3% chance of fizzling with no effect. 
   Initial recommended spell repertoire (refer to Step 11):  
  Alteration of Perception & Mind Warping, Necromancy & Death 
  Magic. 
  [61-64] 
   (Theme 184) 
   Fire Mage / Pyrologist.  For the player who only knows how to 
  play mages who cast lightning bolt and fireball, here he is:  the 
  wizard obsessed with burning hands, fire magic, oil flasks, and 
  blowing things up.  For role-playing purposes, he is fascinated 
  by the concepts of burnt offerings (contacting other planes with 
  burning sacrifices), ifrit summoning, and the elemental plane of 
  fire. 
   Initial recommended spell repertoire (refer to Step 11):  
  Pyromancy & Lightning Mastery. 
  [65-68] 
   (Theme 185) 
   Frost Mage / Hydromancer.  The lifelong rival of the pyrologist, 
  the frost mage focuses on the mastery of water magic, ice magic, 
  underwater adventures, sea voyages, and the elemental plane of 
  water. 
   Initial recommended spell repertoire (refer to Step 11):  
  Hydromancy & Frost Mastery. 
   
   
   
  
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  [69-72] 
   (Theme 186) 
   Hexer / Vexer.  This mage is interested in foiling his foes, but 
  without necessarily killing them.  He enjoys polymorphing them 
  into toads, confusing them, tripping them, terrifying theme, 
  paralyzing them, and perhaps (when necessary) even turning 
  them into stone.  If he is a bumbling apologetic pacifist for role-
  playing purposes, all the better. 
   Initial recommended spell repertoire (refer to Step 11):  
  Alteration of Essences & Energy Warping, Alteration of Person 
  & Aura Warping. 
  [73-76] 
   (Theme 187) 
  
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   Incantatrix.  This mage revels in magical duels.  He loves spell 
  slinging, wand combat, counterspells, and prismatic shields.  His 
  favorite enemies are evil wizards, liches, demons, devils, and 
  Eyes of Azathoth.  Strangely, 90% of incantatrixes never make it 
  to high level, and those that do tend to have powerful allies.  A 
  good choice for a player who likes to play “on the edge.” 
  [77-80] 
   (Theme 188) 
   Invoker / Spell-Slinger.  In contrast to the dweomer crafter, this 
  mage finds satisfaction in making something out of nothing.  He 
  creates magical shields, fireballs, and so forth.  If it pops out of 
  thin air, he loves it.  If it’s just an alteration of an existing object, 
  bah!  That’s just for amateurs. 
   Initial recommended spell repertoire (refer to Step 11):  
  Evocation of Passive Forces, Evocation of Violent Forces. 
  [81-84] 
   (Theme 189) 
   Occultist.  This good or neutral antiquarian-mage, unlike a 
  diabolist, enjoys dabbling in the dark side and then stepping 
  back from the edge.  He is fascinated by infernal powers and 
  black magic, but his strong moral center (or faith) keeps him from 
  becoming evil.  He might raise the dead, but only to speak with 
  / question then, and then he will annihilate them once again.  
  Until the next time … 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination & Lore Mastery, Necromancy & Death Magic. 
  [85-88] 
   (Theme 190) 
   Preceptor.  This mage hates to adventure alone.  At the first 
  opportunity, he hires level 1 magic-using henchmen to serve as 
  his apprentices.  He tends to go through apprentices like a doctor 
  goes through disposable bandages, but he means well.  Sorry for 
  all the bloody mess.  Every once in a while, a particularly 
  promising apprentice makes it to level 2. 
  [89-93] 
   (Theme 191) 
   Savant.  This wise wizard is a sage-mage.  He collects books, 
  scrolls, information, code words, runes, languages, old maps, 
  and especially trivia.  The only reason he is adventuring is 
  because he doesn’t yet know enough about the world to retire as 
  
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  a full-time sage.  He’s getting there, one lost city and one arcane 
  treasure trove at a time. 
   Initial recommended spell repertoire (refer to Step 11):  
  Divination & Lore Mastery. 
   
   
  
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  [94-00] 
   (Theme 192) 
   Summoner.  This mage is similar to a preceptor, but instead of 
  surrounding himself with flesh-and-blood students he prefers to 
  be protected by illusions, automatons and summoned monsters.  
  Virtually all of his memorized spells — once he gets past the 
  cantrip stage — involve monster summoning.  This is the guy 
  who is usually being followed by a tame basilisk, three giant 
  beetles, and a troupe of limping goblins. 
   Initial recommended spell repertoire (refer to Step 11):  
  Conjuration & Summoning. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
   
  
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  ~ 
   
  4 - 4 - 9 
  THEMES AND LEVEL TITLES FOR MONKS 
   
  Roll 1d100, and refer to the following table. 
   
  [01-07] 
   (Theme 193) 
   Calcitro.  This surprising monk draws martial energy, and 
  makes psychic attacks, using the Wyrding Way of battle shouts, 
  throat vocalizations and words of power.  He’s rather dismaying 
  to fight, as it sounds like you’re about to be punched by an angry 
  swarm of cicadas. 
   The fighting style Purity is recommended. 
  [08-14] 
   (Theme 194) 
   Crossbow Sharpshooter.  Instead of relying on stealth, martial 
  arts and psychic powers, this monk is also an excellent shot.  
  Enemies never know quite how to deal with him, since he insists 
  on staying at range for as long as possible and then drops his 
  weapon for deadly hand-to-hand combat when necessary. 
   The fighting styles Arcs of Power, Inferiors’ Peril, Master’s Fists 
  and Passive Dominance are recommended. 
  [15-21] 
   (Theme 195) 
   Dark Initiate / Shadow Fighter.  This monk is evil, likes to hurt 
  people, and focuses on the use of a combination of weapons, 
  psychic attacks, burning oil and poison.  Ambushes from 
  darkness are considered ideal. 
  [22-28] 
   (Theme 196) 
   Drunken Boxer.  This monk uses a stumbling, powerful style to 
  keep his foes off-balance with strange movements and 
  unexpected changes of momentum.  In game terms, he is +1 to 
  hit and damage while unarmed, but also suffers -1 to Armor 
  Class.  The bonus and penalty are negated when he fights with 
  weapons. 
  
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   The fighting style Purity is recommended. 
  [29-34] 
   (Theme 197) 
   Knife Thrower.  This monk looks like an iron porcupine.  He is 
  covered in bandoliers and knife sheaths; monks who carry 20 or 
  even 30 knives at a time are not uncommon.  He uses them to 
  keep enemies at range, and then resorts to weaponless combat 
  when things go hand-to-hand. 
   The fighting style Arcs of Power is recommended. 
  [35-40] 
   (Theme 206) 
   Lost Shinto-Ryu Master.  This Japanese-themed monk is only 
  loosely based on reality, because FRPG monks typically don’t 
  use swords.  He is probably a master of axes, knives, and pole 
  arms. 
   The fighting style Iron Will or Strangers’ Bane is recommended. 
  [41-46] 
   (Theme 198) 
   Luctator / Wrestler.  This monk is not a puncher or a kicker; he 
  is a highly trained wrestler.  He favors overbearing attacks, 
  charges, pinning, throws, and strangleholds.  These maneuvers 
  do a normal amount of damage, but the style is completely 
  unexpected … especially be well-armored targets who find their 
  armor is used against them. 
   The fighting style Purity is recommended. 
  [47-52] 
   (Theme 199) 
   Martial Artist / Sparring Master.  This is a classic fighting monk.  
  He favors weaponless combat, but is a master of many weapons 
  as well.  Stealth, thieving skills and psychic powers are not nearly 
  as favored; he likes to get his fists and feet dirty.  He probably 
  has a serene yet fierce code of honor. 
   The fighting style Purity is recommended. 
  [53-58] 
   (Theme 200) 
   Pankrator.  This is a brutal Greek-themed monk, trained in the 
  art of Pankration wrestling.  Punching and overbearing are 
  favored, but any dirty trick outside of biting or eye-gouging x—
  x including choking, finger breaking, and genital smashing x—x 
  is completely fair game.  Victims of this monk will likely be an 
  ugly mess.  For added flavor, you can have your monk running 
  
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  around with oiled skin, a loincloth, a backpack full of 
  dungeoneering equipment, and little else. 
   The fighting style Purity is recommended. 
  [59-64] 
   (Theme 201) 
   Percussor / Stick Fighter.  This monk loves using bludgeons.  
  Staves and bos are fine, but clubs, hammers, and throwing sticks 
  are preferred.  A significant strength is the ability to improvise a 
  weapon out of virtually anything; in a prisoner situation, tavern 
  brawl, or a place where weapons are confiscated, only the 
  percussor is going to be fully armed. 
   The fighting style Extended Palms is recommended. 
  [65-70] 
   (Theme 202) 
   Psychic Warrior.  This monk is either a spy, a psionicist, or a 
  serene mystic.  Whatever his style, he only fights physically as a 
  last resort.  He prefers mind games, psychic attacks, stealth, lock 
  picking, and sneaking through enemy fortresses (much like Obi-
  Wan Kenobi on the Death Star). 
  [71-76] 
   (Theme 203) 
   Pugilist / Pycta.  This monk loves to fight with his fists.  Instead 
  of kicks and grappling, he will favor fist enhancements such as 
  brass knuckles, tiger claws, or even poisoned steel fingernails.  
  He believes that he only truly defeats his opponents, and drains 
  their essence, if he kills them with his palms and fingers. 
   The fighting style Purity is recommended. 
  [77-82] 
   (Theme 204) 
   Quarterstaff Fighter.  Much like a non-Jedi disciple of the Force, 
  this monk prefers to fight with his “walking stick.”  It is a deadly 
  weapon that also allows him to pole vault, search for traps, climb 
  corner walls, and so forth. 
   The fighting style Peace of Mind is recommended. 
  [83-88] 
   (Theme 205) 
   Shaolin Monk.  This monk is a guardian of the fallen Shaolin 
  Temple.  You can base this as much, or as little, on Earth’s history 
  and legendry as you like.  They are renowned for their 
  endurance, balance, and ability to fight better-armed opponents. 
  
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   The fighting style Iron Fury is recommended. 
  [89-94] 
   (Theme 207) 
   Spear Master.  This monk prefers ranged combat, but at closer 
  ranges than a crossbow specialist.  He is a deadly dungeon and 
  tunnel fighter, and has probably trained for years to excel in 
  underground combat. 
   The fighting styles Inferiors’ Peril and Strangers’ Bane are 
  recommended. 
  [95-00] 
   (Theme 208) 
   Wandering Mystic.  This philosophical combat monk is a loner, 
  or an exile.  He walks the earth.  You know, righting wrongs and 
  going on adventures.  He’s basically a bum. 
   The fighting styles Others’ Doubts and Peace of Mind are 
  recommended. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
  
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  ~ 
   
  4 - 4 - 10 
  THEMES AND LEVEL TITLES FOR PALADINS 
   
   
   
  Roll 1d100, and refer to the following table. 
   
  [01-05] 
   (Theme 209) 
   Armiger.  This paladin belongs to a noble family, or perhaps 
  even a downtrodden once-noble family that is still allowed an 
  armorial crest out of respect.  He has a proud and storied familial 
  coat of arms, which means that he has lots of allies and enemies 
  he has never even met.  If you’re playing an armiger, you can ask 
  the GM twice per game session to reroll the reaction dice for any 
  human or demi-human encounter; but you must abide by the 
  second result, even if it is worse than the first. 
  [06-11] 
   (Theme 210) 
   Banner Bearer / Signifer.  Similar to an armiger, but this 
  paladin’s family has the proud heritage of an Oriflamme or 
  similar battle banner.  The banner must be carried by the paladin 
  to be effective, which means carrying only a one-handed weapon 
  and no shield.  All NPC allies in sight of the banner have +1 to 
  their to hit, damage, and morale dice.  However, all enemies in 
  
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  sight of the banner will tend to focus their attacks on the paladin 
  at least 25% of the time.  As a result, this paladin hires men-at-
  arms and has lots of henchmen.  This could be wonderful, or 
  terrible …  (Have fun with the tribe of 300 hobgoblins.) 
  [12-16] 
   (Theme 211) 
   Black Knight.  This morose, mysterious knight hides his coat of 
  arms for some reason.  His family may be shamed, or he is acting 
  against his lord’s wishes, or he is on a quest for vengeance 
  against evil where he suspects he may fall from (alignment) 
  grace.  He’s a moody brooding guy, and pretty grim as far as 
  paladins go. 
  [17-22] 
   Theme (212) 
   Cataphract.  This is a Roman- or Byzantine-themed paladin.  He 
  probably hates barbarians, carries a dragon banner, wears the 
  heaviest armor possible, rides around on a warhorse in barding, 
  and prefers battles against terrible odds. 
   The fighting style Knight of the Sword is recommended. 
  [23-27] 
   (Theme 213) 
   Defiant.  This paladin doesn’t give a flying f**k if ranged 
  weapons are considered unchivalrous.  He’s not engaging in 
  chivalry with evil monsters, he’s kicking their asses.  He carries 
  the finest ranged weapons possible. 
   The fighting style Knight of the Hunt is recommended. 
  [28-33] 
   (Theme 214) 
   Green Knight.  This paladin prefers the wilds and borderlands.  
  He protects villages and woodsmen, duels with patrolling 
  knights from other kingdoms, hunts dragons and seeks out 
  ruined demonic temples to purify.  Dungeons are acceptable 
  fighting places, but the wilderness is where he’s truly happy.  He 
  is likely allied with rangers. 
  [34-38] 
   (Theme 215) 
   Heir of Law.  This paladin upholds the tenets of law, while the 
  tenets of good are considered secondary.  This means that he 
  focuses on chaotic evil opponents, especially demons, dragons 
  and humanoids.  He feels that Chaos (in general) is a disease, and 
  
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  even chaotic good friends sometimes make him uncomfortable 
  with their behavior. 
  [39-44] 
   (Theme 216) 
   Heir to the Light.  This paladin upholds the ideals of good, while 
  the rules of law are considered secondary.  This means that he 
  focuses less on destroying evil, and more on protecting good-
  aligned friends and strangers.  He is very companionable, and 
  even good-aligned thieves will likely receive a smile and blind 
  eye from time to time … if they are springing traps and locks in 
  the name of good, of course. 
   The fighting style Holy Redoubt is recommended. 
  [45-49] 
   (Theme 217) 
   Heir of Mercy.  This grim paladin believes that his enemies are 
  not truly purified until their heads are removed from their bodies 
  … preferably after a killing blow, but otherwise after death.  He 
  usually does his grisly and noble work with an enormous axe.  
  Blood-spattered armor, rather than shining plate, is considered 
  proof of a day well spent.  Paladins can be scary sometimes. 
   The fighting style Sacred Executioner is recommended. 
  [50-55] 
   (Theme 218) 
   Heir to the Oath.  This is a temple paladin, who works and fights 
  closely with clerics of his deity.  He goes on quests for the temple, 
  and even commands cleric NPCs in battle.  As can be imagined, 
  he is a sworn enemy of the undead above all other enemies. 
   The fighting style Knight Templar is recommended. 
  [56-60] 
   (Theme 219) 
   Heir of Vengeance.  This paladin does not believe in shields.  
  Two-handed melee weapons are where it’s at.  He strides in 
  fearlessly, he slays.  He gains advantage when rolling melee 
  damage against evil targets, which means the damage is rolled 
  twice, and the higher result is always taken.  Unfortunately, 
  when fighting in this vengeance mode, he also suffers a -2 
  penalty to Armor Class.  He just doesn’t care about getting hit 
  while he’s cleaving his foes in two. 
   The fighting style Demon Slayer is recommended. 
  
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  [61-66] 
   (Theme 220) 
   Herald of Arms.  This paladin is a messenger, assistant to a lord, 
  runner, and proud fighter of either a knightly order or a city 
  state.  He is usually found leading men-at-arms into battle. 
  [67-71] 
   (Theme 221) 
   Horseman.  This paladin is mounted whenever possible.  He is 
  an excellent judge of steeds, and any horse he chooses to 
  purchase will have maximum hit points.  At higher experience 
  levels, this skill will also apply to purchased subdued monster 
  mounts and even his own warhorse.  Unfortunately, off the 
  saddle he’s like a fish out of water, and he suffers a permanent -
  1 penalty to his walking and running movement rate. 
  [72-76] 
   (Theme 222) 
   Jouster / Lancer.  Whenever he is not combatting evil, this 
  paladin is training, or participating in jousts or tournaments 
  (including Grand Melees on foot).  He’s usually wounded, or at 
  least battered.  He is a lord’s favorite champion, but he is also 
  notoriously easy to sway with cheers, taunts, or even blown 
  kisses. 
   The fighting style Regal Lancer or Lancer Imperious is 
  recommended. 
   
   
  
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  [77-81] 
   (Theme 223) 
   Knight in Exile.  This knight has strange friends (adventurers), 
  because he is an outcast from his order.  He either left out of 
  perceived dishonor, or was framed, or is protecting a friend by 
  living a lie and taking the fall for someone.  He is uncomfortable 
  around over paladins, knights and cavaliers, and he does not use 
  a coat of arms.  He walks and rides a very different path which 
  “normal” paladins will never understand. 
   The fighting style Knight Hospitaller is recommended. 
  [82-86] 
   Theme (224) 
   Lionheart.  This is an iconic English-themed paladin.  He is 
  always going on quests and crusades.  He is chivalrous to a fault, 
  but intolerant of all worshippers and deities who are not lawful 
  good.  He enjoys a +2 Charisma bonus in his own home realm, 
  and a -1 Charisma penalty — he’s really a stubborn butthead 
  sometimes — everywhere else. 
   
   
  
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  [87-93] 
   (Theme 225) 
   Ritter.  This is a Germanic-themed paladin.  He is very familiar 
  with haunted forests, civil wars and squabbles, and helping the 
  downtrodden.  He is fearless, but quite nationalistic as well.  He 
  raises war dogs and battle mastiffs that fight alongside him.  You 
  can see him in Albrecht Durer’s Knight, Death and the Devil. 
  [94-00] 
   (Theme 226) 
   Squire of the Dragon.  This paladin (and his ancestral family, for 
  generations) protects lawful good dragons, and furthers their 
  purposes.  Naturally, his arch-enemies are evil dragons and 
  humanoids.  He may be quite isolated, and does not necessarily 
  communicate well with “normal” people. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
   
   
  
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  ~ 
   
  4 - 4 - 11 
  THEMES AND LEVEL TITLES FOR RANGERS 
   
   
   
  Roll 1d100, and refer to the following table. 
   
  [01-07] 
   (Theme 227) 
   Bounder.  This ranger protects the halfling shires.  He loves their 
  food, music, comforts, and probably their smokeweed as well.  
  
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  His enemies by default are typically humanoids, but can also be 
  trolls, badgerbears, manticores, dragons, and similar horrors.  He 
  is well-suited to living in the hills and forests, and is good at 
  finding caves and crawling into small places. 
   The fighting style Bounder’s Barbs is recommended. 
  [08-14] 
   (Theme 228) 
   Desert Stalker.  This ranger is a wasteland warrior, hunter and 
  tracker.  His skills include sandstorm avoidance, tomb crawling, 
  water finding and shelter building.  His enemies include cultists, 
  minions of Set, giant scorpions, jackal men, and so forth.  He 
  probably dashingly handsome — in a rather scruffy way — and 
  speaks with a coarse, romantic accent.  Well-manicured facial 
  hair is virtually mandatory. 
   
   
   
  
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   [15-21] 
   (Theme 229) 
   Forest Stalker / Wildrunner.  This is a classic ranger, per some 
  books you might have read.  His skills include endurance 
  running, herbalism, leaping, finding ruins, and fighting off vast 
  hordes of bad guys using terrain, narrow defiles, temple 
  doorways, ruined bridges, etc.  Heroics are not an option, they’re 
  a way of life. 
   The fighting style Forest Stalker’s Secrets is recommended. 
   
   
  
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  [22-28] 
   (Theme 230) 
   Giant Killer.  This ranger lives to slay giants.  Climbing 
  beanstalks, raiding steadings, and plundering glacial rifts is what 
  he’s all about.  In early experience levels, he cuts his teeth 
  fighting great orcs and ogres.  No one knows what his personal 
  issue is; perhaps his family was stomped out, or his village was 
  raided.  Who knows?  He likes to fight the big guys. 
   The fighting style Giant Killer’s Tools is recommended. 
  [29-35] 
   (Theme 231) 
   Goblin Bane / Orc Slayer.  This guy hates humanoids.  He kicks 
  kobolds, hacks hobgoblins,  batters bugbears and lacerates lizard 
  men.  He’s seriously suicidal about traveling through the wilds 
  to find their tribal strongholds (“There’s only 40 to 400 of them, 
  we can take ‘em!”) and probably writes warning runes in orc 
  blood after he clears out each dungeon outpost. 
   The fighting style Goblin Bane or Orc Slayer is recommended. 
  [36-42] 
   (Theme 232) 
   Highlander / Hillsman.  This is a hills-based ranger.  He 
  specializes in finding caves, climbing cliffs, digging pits, setting 
  deadfalls and navigating waterfalls.   His skills (besides being a 
  decent lumberjack) include herbalism, building, equipment 
  repair, fur trapping and especially tracking.  He doesn’t have any 
  blood enemies, but any evil he discovers is probably going down.  
  The scattered villagers love him, although they’re a bit 
  frightened as well.  His nickname as a living legend is “Grizzly” 
  or “Growlybahr.”  He doesn’t smell great.  Beard mandatory, 
  plaid optional. 
  [43-49] 
   (Theme 233) 
   Houndsman / Houndswoman.  This ranger uses war dogs, 
  hunting dogs and mastiffs to fight alongside him against evil.  He 
  can tame strays, feral dogs, foxes, and even wolves.  At higher 
  level, perhaps he can time monstrous wolves as well and turn 
  them to good … 
  [50-56] 
   (Theme 234) 
  
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   Hunter / Huntress / Prey Stalker.  This ranger is all about 
  hunting for survival.  He also hunts down evil monsters and 
  corrupted beasts, and his tracking skills are unparalleled.  
  Additional skills include spear fighting, archery, fur trapping, 
  taming, raising abandoned young (he might have a tamed 
  hippogriff mount later in life), and so forth. 
   The fighting styles Huntsman’s Companions and Outlander’s 
  Arms are recommended. 
   
   
   
   
  
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  [57-63] 
   (Theme 235) 
   Mountain Man / Woman.  This ranger dwells in the mountains, 
  and has legendary endurance.  He’s like a hillman (above) on 
  steroids.  Skills include mountain climbing, setting avalanche 
  ambushes, finding secret passes, skiing, and cold resistance.  By 
  nature of the terrain, his enemies are giants, dragons, and cave 
  dwellers.  Social skills leave something to be desired. 
   The fighting style Bear’s Paws is recommended. 
  [64-70] 
   (Theme 236) 
   Netherworld Tracker.  This is a cave and dungeon ranger.  His 
  skills include setting and springing traps, finding secret doors, 
  blind fighting, tunnel crawling, pit climbing, and combat with 
  flaming oil. 
   The fighting style Dragon’s Bane is recommended. 
  [71-78] 
   (Theme 237) 
   Plainsman / Plainswoman.  This is a plains ranger.  He protects 
  farmlands, borderlands, and roads from thieves, humanoid 
  raider and monstrous enemies.  Skills include speed and 
  endurance 
  running, 
  shelter 
  building, 
  treasure 
  hunting, 
  cartography, camouflage, ambush setting and dungeon finding. 
   
   
   
   
  
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  [79-85] 
   (Theme 238) 
   Swamp Stalker.  This is a swamp ranger.  His skilled include 
  pathfinding, boat making, quicksand evasion, herbalism (poison 
  antidotes), bird call mimicry and leech removal and healing 
  (ugh).  If he’s clean, it means he’s been dragged off to a healing 
  hall back in civilization. 
  [86-92] 
   (Theme 239) 
   Troll Slayer.  This ranger lives dangerously, and often briefly.  
  He kills trolls.  He uses heavy hacking weapons, crawls through 
  filth, drags out heads and body parts and puts them to the torch.  
  He has specialized armor and crystal containers to carry oil and 
  acid flasks, too.  This makes him exceedingly deadly with traps 
  and grenade-like missiles against all kinds of other enemies as 
  well. 
   
   
   
  
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  [93-00] 
   (Theme 240) 
   Tundra Walker.  This is a ranger of the frozen plains and 
  snowfields.  Skills include cross country skiing, snowshoeing, 
  shelter building, trap setting (typically pits covered with a thin 
  icy blanket), tundra foraging and hunting.  He spends his life 
  eliminating evils in the arctic, including white dragons, frost 
  giants, polar worms and so forth.  Putting him in front of a 
  campfire will make him very grumpy. 
   
  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
   
   
  
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  ~ 
   
  4 - 4 - 12 
  THEMES AND LEVEL TITLES FOR THIEVES 
   
   
   
  Roll 1d100, and refer to the following table. 
   
  [01-04] 
   (Theme 241) 
   Backstabber.  This thief hates fair fights.  In a melee, he will hide 
  in shadows and wait until he can lunge out and stab someone in 
  
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  the back.  One-hit kills are favored.  If he gets stuck in melee as a 
  result, he will fall back to the formation line while throwing 
  knives and daggers (he has a lot).  A favorite tactic is listening at 
  a door, hearing humanoids, climbing up a wall over the door, 
  throwing a rock, waiting for a humanoid to pop out to 
  investigate and … yes … falling on top of the poor guy while 
  stabbing him in the back of the neck.  Hey, it’s a living. 
   The fighting style Old Reliable is recommended. 
  [05-09] 
   (Theme 242) 
   Bandit.  This thief preys on cities, from the borderlands.  He 
  carries a small tent and is always on the move.  He steals food, 
  gold, and even fresh water when he’s feeling especially lazy.  Oh, 
  and horses.  He keeps the best and sets the rest free.  He leaves 
  the city to the Thieves’ Guild and its minions, but anyone who 
  steps out of the gates is fair game. 
   
   
   
  
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  [10-14] 
   (Theme 243) 
   Beggar Thief.  This thief loves disguises.  He pretends to be 
  blind, diseased, crippled, or all three.  He’s mostly making 
  marks, eyeing nobles, listening to gossip, selling information and 
  learning how to sneak into a wizard’s tower.  When the city 
  watch gets wise, he hops to another quarter or another city 
  entirely.  His friends are “interesting” and many. 
   The fighting style Bare Necessities is recommended. 
  [15-19] 
   (Theme 244) 
   Brigand.  This thief is an evil bandit (above).  Although he stills 
  steals everything, his tricks of the trade are abduction and 
  ransom.  He occasionally sets people free if ransoms are not paid, 
  but … well.  It’s rare.  Most people know this, and most people 
  pay.  Bounty hunters are surely after him. 
  [20-24] 
   (Theme 245) 
   Cat Burglar / Acrobat.  This is an expert urban thief.  He only 
  wants the richest and most dangerous targets, and specializes in 
  planning impossible heists.  Skills include grapnel throwing, 
  tightrope walking, lock picking, wall climbing, leaping and 
  balancing.  When things get too hot in the city, he becomes an 
  expert treasure hunter in the dungeons. 
  [25-29] 
   (Theme 246) 
   Cozener / Forger.  This thief is an imposter, a swindler and a 
  fraud.  He sells snake oil, dons disguises, sells skeleton keys (that 
  work once and break), runs cup-and-ball games, and cheats at 
  gambling.  He’s almost always running or in a fight, although 
  he’s not always very good at it. 
   The fighting style Crafty Nick is recommended. 
   
   
   
  
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  [30-33] 
   (Theme 247) 
   Desert Jackal.  This is a wasteland thief.  He’s actually an 
  excellent caravan guard, because caravans are where all the 
  valuables are.  He stays loyal for a few weeks, gains trust and 
  
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  then robs everyone blind.  He spends a lot of time hiding in the 
  desert, so his skills include water finding, tomb delving and 
  desert hunting and foraging.  Secret weakness:  He has no idea 
  how to swim. 
  [34-37] 
   (Theme 248) 
   Desperado / Outlaw.  This thief is a medieval gunslinger.  If your 
  campaign has firearms, he’s the master.  Otherwise, he uses fire 
  grenades (oil), plumbata darts, and is the only the type of 
  character in the world who can dual wield slings.  Yes, even 
  while reloading.  If he finds himself in melee range, something 
  went horribly wrong. 
  [38-42] 
   (Theme 249) 
   Dungeon Scout / Tunnel Spider.  This non-evil thief is actually 
  a really good guy.  He steals from monsters, not from people.  
  He’s brave and willing to scout ahead for his friends, and excels 
  in 
  lock 
  picking, 
  trap 
  removal 
  and 
  ambush 
  setting.  
  Unfortunately, he may not live very long … but his map making 
  and treasure finding skills are unparalleled. 
  [43-47] 
   (Theme 250) 
   Guttersnipe.  This teenaged urban thief looks much younger 
  than he is.  He’s small, quick, smart, and filthy.  He can climb like 
  a cat, crawl like a rat, swim like a fish, and squeeze into places a 
  halfling would say is too tight a squeeze.  His skills include 
  pickpocketing, sewer and dungeon crawling, information 
  gathering, casing, guard avoidance, and looking completely 
  innocent.  He can’t read, but he speaks well and cleans up nicely 
  if you can get him off the streets. 
  [48-52] 
   (Theme 251) 
   Gypsy Rogue.  This dashing, mysterious, and likely very 
  handsome / beautiful thief is one of the Roma.  He is a 
  superstitious fortune teller, horse tamer, scavenger and forest 
  stalker.  He’s extremely intelligent and only steals or kills when 
  down on his luck.  Otherwise, he’s dancing, riding, gambling or 
  playing a harp. 
   The fighting style Silver Tongue is recommended. 
   
  
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  [53-57] 
   (Theme 252) 
   Highwayman.  This thief is the scourge of the king’s roads.  The 
  best roads are paved or cobblestone, and that’s where the fastest 
  travelers — messengers, heralds, knights, treasurers, and above 
  all noblemen — are found.  He strikes in the night, holds up 
  wagons and coaches and chariots, cuts down trees to block roads, 
  and tries to steal strongboxes without killing anyone.  Usually.  
  He has a taste for his prey’s clothing, and likely owns a plumed 
  hat, fine cloak, or even a silver rapier.  
   The fighting style Silver Tongue is recommended. 
   
  
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  [58-61] 
   (Theme 253) 
   Horse Thief / Griffon Snatcher.  This thief is one of the most 
  hated people of the borderlands.  He steals not only horses, but 
  also camels, mules, ponies, and (once he hits high level) even 
  pegasi and griffons.  He can gain any animal’s trust, keep it quiet, 
  and coax speed out of it like nobody’s business.  He keeps the 
  best mount and sells the rest in the next kingdom over. 
  [62-65] 
   (Theme 254) 
   Latro.  This thief is a professional mercenary and lone wolf.  He’s 
  very honest, his word is pure gold, but you need to hire him to 
  gain his unswerving loyalty.  And if you miss a payment, he 
  takes his own and disappears in the middle of the night.  He’ll 
  
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  be a treasure hunter, dungeon scout, archaeologist, escort, 
  bodyguard, wilderness guide, gambling advisor, whatever.  Just 
  don’t forget to pay him in small, transportable goods. 
  [66-69] 
   (Theme 255) 
   Lock Breaker.  This thief is a medieval lockpicker and 
  safecracker.  Locked doors, chests, boxes and prisons are his 
  quarry.  He carries more kinds of wires, skeleton keys, files, 
  chisels, and bizarre tools (like clockwork-disintegrating acid) 
  than most dwarf elders have ever seen.  He usually dies when an 
  undiscovered treasure trap finally triggers in his face.  Until then, 
  he’s filthy rich.  In game terms, this thief gets permanent 
  modifiers of +25% to open locks skill, +5% to find / remove traps, 
  and -5% to everything else. 
  [70-74] 
   (Theme 256) 
   Moonlighter / Pickpocket / Pilferer.  This is a common urban 
  thief.  Unlike a cat burglar, he doesn’t care for style or long odds.  
  He likes lifting valuables, turning crowds into panic scenes (for 
  getaways), dodging guard patrols, intimidating noblemen and 
  fencing stolen goods.  (Moonlighters, by the way, are specialists 
  who only target the nocturnal crowd.)  He’s very good at 
  appraising valuables, and can spot a fake from a mile away. 
  [75-79] 
   (Theme 257) 
   Mountebank.  This thief is a high society cozener / forger 
  (above).  He runs with, and steals from, a higher clientele.  As he 
  gains experience levels, he becomes obsessed with scrolls, 
  passwords, language deciphering, map making, and most 
  especially trying to cast magical spells.  That’s usually his 
  downfall in the end. 
   The fighting style Darting Tongue is recommended. 
  [80-84] 
   (Theme 258) 
   Pirate.  This is a sea, river, and coastal thief.  He’s almost always 
  in the taverns and alleys of a coastal town.  He usually steals from 
  drunk sailors, but a grand suicidal treasure hunt on some lost 
  island is his dream.  Skills include sailing, navigating, fishing, 
  dueling, rope making, knot making and climbing. 
   
  
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  [85-89] 
   (Theme 259) 
   Reaver / Raider.  This is a combat thief.  He prefers to fight and 
  kill for his treasure, and his favorite allies are fighters and 
  barbarians.  (None of those goody-goody rangers or paladins, 
  though; they ask too many questions.)  He is always leading a 
  force of bandits, men-at-arms and/or tribesmen into battle, and 
  they fight in melee for him because he promises them — and 
  actually delivers — a big cut of the loot. 
  [90-93] 
   (Theme 260) 
   Scavenger.  This non-violent (when possible) thief is a fixer, 
  gadget builder, clockwork improviser and equipment repairer.  
  While the rest of the party is fighting over the gold and silver, 
  he’s grabbing a couple of jewels (perhaps for prism use) and 
  scrounging through the trash piles.  In game terms, gains a +10% 
  chance to find / remover traps, +10% to open locks, +5% to scroll 
  reading / magic use (even at level 1), and -5% to everything else. 
  [94-97] 
   (Theme 260) 
   Sniper.  This battle thief, juggler and trick shooter uses his high 
  agility to excel at the use of thrown and especially missile 
  weapons.  If it’s a melee weapon, he only carries it if it can be 
  hurled; and if he can use a bow or a hand crossbow, he’s in 
  heaven.  At high level, may be skilled at outrageous feats such as 
  throwing a grapnel rope 80’ to wrap around an outcropping, or 
  triggering a pressure plate by dropping a sling bullet on it from 
  50 yards out. 
  [98-00] 
   (Theme 261) 
   Tomb Delver.  This thief is similar to a dungeon scout, but he’s 
  actually as interested in history, legends, artifacts and lost 
  artwork as he is in plain old treasure.  Skills by necessity include 
  trap disarmament, undead slaying, map making, directional 
  sense and secret door finding.  Might hate snakes. 
   
   
   
  
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  Class Theme Selection Complete.  If you have selected a theme for each of your 
  character’s classes, click one of the links below to proceed. 
   If you are creating a spell caster, click here to proceed to Part 5 
   If you are not creating a spell caster, click here to proceed to Part 6 
  Step 10 Sub-Table Selection.  If you are playing a multi-classed character, and you 
  have not selected a theme for each of your classes, you can use the links below to 
  proceed to the next appropriate class. 
   Assassin 
   Barbarian 
   Bard 
   Cleric 
   Druid 
   Fighter 
   Illusionist 
   Mage 
   Monk 
   Paladin 
   Ranger 
   Thief 
   
   
   
  
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  PART 5: 
  INITIAL SPELL REPERTOIRES 
   
  This section is primarily devoted to providing Game Masters with guidance on 
  thematic spell selection for NPC spell casters (clerics, druids, illusionists and mages).  
  This section adds particular flavor to villains, benefactors (quest givers) and spell-
  slinging henchmen and allies, such as rescued prisoners. 
   
   
  
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  You will find a lot of thematic detail here that turns “just a magic-user” into a unique 
  and fascinating character with individual preferences and motivations. 
  If you have a particular school of magic in mind due to the character’s race, alignment, 
  theme or epithet, you can choose from the table; otherwise, simply roll 1d100. 
  This section can also be used by players for their PCs; however, please note that some 
  of the thematic suggestions provided here may result in restrictions placed upon low-
  level spell selection. 
  Veteran players who welcome a challenge and unexpected role-playing opportunities 
  will find this section very rewarding, but beginning and casual players are advised to use 
  this section with care as selections may result in temporary power limitations to their 
  favorite characters. 
  In short, if you are a normal player, you may want to skip ahead to Part 6. 
   
  Step 11 Sub-Table Selection.  You can click the link pertaining to your current 
  character’s class: 
   Cleric 
   Druid 
   Illusionist 
   Mage / Magic-User 
   
  ~ 
   
  5 - 1 
  STEP 11 (A):  INITIAL SPELLS FOR CLERICS 
   
  Spell repertoires for clerics are a relatively minor matter, because clerics have access 
  to all spells of a given level through prayer to their deity.  The following options provide 
  interesting themes for clerics of various deities, and for clerics with a nebulous role which 
  could benefit from further refinement. 
  Note that there is no harm in rolling twice or even three times on this table, so that a 
  cleric is provided with a well-rounded selection of powerful spells. 
   
  
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  Roll 1d100 and consult the following table. 
  
   
  [01-10] 
   Abjuration & Protection:  At level 1, this cleric favors the spells 
  Protection from Evil and Sanctuary. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Dispel Magic (C3), Glyph of Warding (C3), 
  Exorcise (C4), Protection from Evil 10’ Radius (C4), Atonement 
  (C5), Dispel Evil (C5) and Word of Recall (C6). 
  
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  [11-15] 
   Beasts & Monsters:  Reroll for initial spell preference, because 
  there are no level 1 spells in this sphere of divine magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Snake Charm (C2), Speak 
  with Animals (C4), Snakes to Sticks (C4), Sticks to Snakes (C4), 
  Insect Plague (C5), Conjure Animals (C6) and Speak with 
  Monsters (C6). 
   
  [16-20] 
   Charming & Enthralling:  At level 1, this cleric favors the spells 
  Cause Fear, Command and Hold Person. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Snake Charm (C2), Quest (C5) and Symbol 
  (C7). 
   
  [21-25] 
   Conjuration & Spirit Summoning:  At level 1, this cleric favors 
  the spell Bless. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Chant (C2), Prayer (C3), Sticks to Snakes (C4), 
  Insect Plague (C5), Aerial Servant (C6), Conjure Animals (C6), 
  Gate (C7), Holy Word (C7) and Symbol (C7). 
   
  [26-35] 
   Curses & Afflictions:  For neutral and evil clerics only.  At level 
  1, this cleric favors the spells Cause Fear, Cause Light Wounds, 
  Curse, Detect Good, Hold Person and Protection from Good. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Bestow Curse (C3), Cause Blindness (C3), 
  Cause Disease (C4), Protection from Good 10’ Radius (C4), 
  Dispel Good (C5), Energy Drain (C7) and Unholy Word (C7). 
   
  [36-40] 
   Darkness & Earth:  At level 1, this cleric favors the spell 
  Darkness. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Silence 15’ Radius (C2), Cause Blindness (C3), 
  Continual Darkness (C3), Stone Tell (C6) and Earthquake (C7). 
   
  [41-45] 
   Deception & Secrecy:  Reroll for initial spell preference, because 
  there are no level 1 spells in this sphere of divine magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Obscure Alignment (C2), 
  Silence 15’ Radius (C2), Undetectable Charm (C2), Feign Death 
  
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  (C3), Obscure Object (C3), Babble (C4), Undetectable Lie (C4), 
  Commune (C5), False Seeing (C5) and Lose the Path (C6). 
   
  [46-55] 
   Divination:  At level 1, this cleric favors the spells Detect Good 
  and Detect Magic. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Augury (C2), Detect Charm (C2), Know 
  Alignment (C2), Locate Object (C3), Detect Lie (C4), Divination 
  (D4), Tongues (C4), Plane Shift (C5), True Seeing (C5), Find the 
  Path (C6) and Stone Tell (C6). 
   
  [56-60] 
   Evocation & Creation:  Reroll for initial spell preference, because 
  there are no level 1 spells in this sphere of divine magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Spiritual Hammer (C2), 
  Glyph of Warding (C3), Flame Strike (C5), Animate Object (C6), 
  Blade Barrier (C6) and Symbol (C7). 
   
  [61-65] 
   Fire & Heat:  At level 1, this cleric favors the spells Destroy 
  Water, Resist Cold and Resist Fire. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Flame Strike (C5) and Control Weather (C7). 
   
  [66-80] 
   Healing & Purification:  At level 1, this cleric favors the spells 
  Cure Light Wounds, Purify Food and Drink and Remove Fear. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Slow Poison (C2), Create Food and Water 
  (C3), Cure Blindness (C3), Cure Disease (C3), Remove Curse 
  (C3), Cure Serious Wounds (C4), Neutralize Poison (C4), Cure 
  Critical Wounds (C5), Heal (C6), Regenerate (C7), Restoration 
  (C7) and Resurrection (C7). 
   
  [81-85] 
   Light & Air:  At level 1, this cleric favors the spell Light. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Continual Light (C3), Cure Blindness (C3), 
  Plane Shift (C5), Aerial Servant (C6), Word of Recall (C6), Astral 
  Spell (C7), Control Weather (C7) and Wind Walk (C7). 
   
  [86-90] 
   Necromancy & Corruption:  For evil clerics only.  At level 1, this 
  cleric favors the spells Cause Light Wounds and Putrefy Food 
  and Drink. 
  
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   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Animate Dead (C2), Cause Disease (C3), Feign 
  Death (C3), Speak with the Dead (C3), Cause Serious Wounds 
  (C4), Poison (C4), Cause Critical Wounds (C5), Raise Dead (C5), 
  Slay Living (C5), Harm (C6), Energy Drain (C7) and Wither (C7). 
   
   
   
   
  [91-95] 
   Plants & Nature:  Reroll for initial spell preference, because there 
  are no level 1 spells in this sphere of divine magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Speak with Plants (C4) and 
  Control Weather (C7). 
   
  [96-00] 
   Water & Cold:  At level 1, this cleric favors the spells Create 
  Water, Resist Cold and Resist Fire. 
  
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   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Lower Water (C4), Raise Water (C4), Part 
  Water (C6) and Control Weather (C7). 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 2 
  STEP 11 (B):  INITIAL SPELLS FOR DRUIDS 
   
  Similarly to clerics, druids are capable of learning the entire allotment of level-
  available spells through their worship of tree and nature spirits.  Refer to the earlier 
  druidic character themes for recommendations of spell repertoires; otherwise, feel free to 
  roll randomly as indicated below. 
  Roll 1d100 and consult the following table. 
   
   
  [01-10] 
   Beasts & Insects:  At level 1, this druid favors the spells Animal 
  Friendship, Invisibility to Animals, Locate Animals and Speak 
  with Animals. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Charm Person or Mammal (D2), Hold Animal 
  (D3), Summon Insects (D3), Animal Summoning I (D4), Repel 
  Insects (D4), Animal Growth (D5), Animal Summoning II (D5), 
  Insect Plague (D5), Shrink Animal (D5), Snakes to Sticks (D5), 
  Sticks to Snakes (D5), Animal Summoning III (D6), Anti-Animal 
  Shell (D6), Creeping Doom (D6) and Reincarnate (D6). 
   
  [11-15] 
   Blood & Vitae:  Reroll for initial spell preference, because there 
  are no level 1 spells in this sphere of natural magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Cause Light Wounds (D2), 
  Cure Light Wounds (D2), Cure Disease (D3), Cause Disease (D3), 
  
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  Neutralize Poison (D3), Poison (D3), Cause Serious Wounds 
  (D4), Cure Serious Wounds (D4), Cause Critical Wounds (D6), 
  Cure Critical Wounds (D6), Finger of Death (D7) and 
  Reincarnate (D7). 
   
  [16-20] 
   Divination & Oak Truth:  At level 1, this druid favors the spells 
  Detect Magic, Detect Snares and Pits, Locate Animals and Predict 
  Weather. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Locate Plants (D2) and Commune with Nature 
  (D5). 
   
  [21-30] 
   Earth & Stone:  Reroll for initial spell preference, because there 
  are no level 1 spells in this sphere of natural magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Stone Shape (D3), 
  Commune with Nature (D5), Transmute Mud to Rock (D5), 
  Transmute Rock to Mud (D5), Animate Rock (D7), Conjure Earth 
  Elemental (D7) and Dismiss Earth Elemental (D7). 
   
  [31-35] 
   Enchantment & Binding:  At level 1, this druid favors the spell 
  Animal Friendship. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Charm Person or Mammal (D2), Trip (D2), 
  Hold Animal (D3), Snare (D3), Hold Plant (D4), Feeblemind (D6) 
  and Confusion (D7). 
   
  [36-45] 
   Fire & Thunderbolt:  Reroll for initial spell preference, because 
  there are no level 1 spells in this sphere of natural magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Fire Trap (D2), Heat Metal 
  (D2), Produce Flame (D2), Call Lightning (D3), Protection from 
  Fire (D3), Pyrotechnics (D3), Control Temperature 10’ Radius 
  (D3), Produce Fire (D4), Protection from Lightning (D4), Quench 
  Fire (D4), Wall of Fire (D5), Conjure Fire Elemental (D6), Dismiss 
  Fire Elemental (D6), Fire Seeds (D6), Chariot of Kellion (D7), Fire 
  Quench (D7) and Fire Storm (D7). 
   
  [46-50] 
   Radiance & Faerie:  At level 1, this druid favors the spell Faerie 
  Fire. 
  
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   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Call Woodland Beings (D4) and Reincarnate 
  (D7). 
   
  [51-60] 
   River & Pool:  At level 1, this druid favors the spells 
  Contaminate Water and Purify Water. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Chill Metal (D2), Create Water (D2), 
  Obscurement (D2), Air Breathing (D3), Protection from Fire (D3), 
  Water Breathing (D3) and Quench Fire (D4). 
   
  [61-65] 
   Sky & Celestials:  At level 1, this druid favors the spell Predict 
  Weather. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Control Winds (D5), Weather Summoning 
  (D6), Chariot of Kellion (D7), Control Weather (D7) and Fire 
  Quench (D7). 
   
  [66-70] 
   Stealth & Secrecy:  At level 1, this druid favors the spells 
  Invisibility to Animals and Pass without Trace. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Feign Death (D2), Obscurement (D2), Tree 
  (D3) and Hallucinatory Forest (D4). 
   
  [71-80] 
   Tree & Plant Spirits:  At level 1, this druid favors the spells 
  Entangle and Shillelagh. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Barkskin (D2), Locate Plants (D2), Trip (D2), 
  Warp Wood (D2), Plant Growth (D3), Snare (D3), Tree (D3), 
  Hallucinatory Forest (D4), Hold Plant (D4), Plant Door (D4), 
  Speak with Plants (D4), Anti-Plant Shell (D5), Pass Plant (D5), 
  Fire Seeds (D5), Transport via Plants (D5), Turn Wood (D5), Wall 
  of Thorns (D5) and Transmute Meal to Wood (D7). 
   
  [81-90] 
   Warding & Protection:  Reroll for initial spell preference, 
  because there are no level 1 spells in this sphere of natural magic. 
   Level Advancement (and Higher-Level NPCs):  In the future, 
  however, favored spells will include Barkskin (D2), Protection 
  from Fire (D3), Control Temperature 10’ Radius (D4), Dispel 
  Magic (D4), Protection from Lightning (D4), Repel Insects (D4), 
  
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  Anti-Plant Shell (D5), Anti-Animal Shell (D6) and Wall of Thorns 
  (D6). 
   
  [91-00] 
   Wild-Wandering:  At level 1, this druid favors the spells Detect 
  Snares and Pits and Pass without Trace. 
   Level Advancement (and Higher-Level NPCs):  Future favored 
  spells will include Plant Door (D4), Pass Plant (D5), Transport 
  via Plants (D6) and Turn Wood (D6). 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 3 
  STEP 11 (C):  INITIAL SPELLS FOR ILLUSIONISTS 
   
   
   
   
  
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  For level 1 illusionists, only a single roll per character is required on the table below.  
  All low-level illusionists learn the spell Read Illusionist Magic during their 
  apprenticeships. 
  For higher level NPC illusionists, the GM should consider rolling twice or three times 
  for mid-level characters (levels 4-8) and three or four times for high-level characters (level 
  9+).  Don’t roll so much that you dilute the theme, but make sure that each NPC is truly 
  unique. 
  The provided system uses a combination of thematically assigned spells and freely 
  chosen spells.  Some rules state that illusionists and mages gain one “bonus” spell per 
  experience level beyond the 1st; these bonus spells will include the spells mentioned 
  below at the appropriate levels, or if no listed spell can be gained, then the player will 
  choose a spell from the appropriate level hierarchies as listed hereafter. 
  I strongly encourage the use of these tables for level 1 PCs, but as the character gains 
  experience, he or she must be allowed to progress naturally as a direct result of treasures 
  gained, spells found and life experience.  In other words, your apprentice illusionist may 
  have been taught Prismatic Wonders by his master, but there is nothing stopping him 
  from learning other spells that he can find later in life. 
  For PC levels beyond 1, these following tables only show which free bonus spell the PC 
  acquires (through study and inspiration) for gaining the new experience level.  
  Additional spells — beyond the bonus spell — which were found through scrolls, 
  captured spell books, or deals made with PCs or NPCs, will be entirely different from the 
  thematic bonus spells listed in these sections. 
  Keep in mind that the PC’s level 1 apprentice theme will provide a foundation, not a 
  straitjacket that will limit his future options.  Adventuring will always provide new spell 
  discoveries through the acquisition of scrolls and spell books.  Remember too that the 
  goal of this book is Dungeon Delver Enhancement, and an array of infinite choices, not 
  arbitrary restrictions!  Reward player skill and adventuring success, and let each PC find 
  his own path through the game world. 
  For the period (before the game) of level 1 apprenticeship at XP 0, and the spells 
  provided by the illusionist’s mentor, roll 1d100 once and consult the following table. 
   
  [01-10] 
  Arcane Deduction 
   Click here to proceed to the Arcane Deduction table 
  [11-25] 
  Beguiling & Enlightenment 
  
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   Click here to proceed to the Beguiling & Enlightenment table 
  [26-35] 
  Mists & Cloud Shaping 
   Click here to proceed to the Mists & Cloud Shaping table 
  [36-45] 
  Prismatic Wonders 
   Click here to proceed to the Prismatic Wonders table 
  [46-60] 
  Shadow Summoning 
   Click here to proceed to the Shadow Summoning table 
  [61-75] 
  Shadowry & Mirrors 
   Click here to proceed to the Shadowry & Mirrors table 
  [76-90] 
  Veils & Face Dancing 
   Click here to proceed to the Veils & Face Dancing table 
  [91-00] 
  Voice Throwing & Mimicry 
   Click here to proceed to the Voice Throwing & Mimicy table 
   
  ~ 
   
  5 - 3 - 1 
  ILLUSIONIST SPELLS:  ARCANE DEDUCTION 
   
  At level 1, this illusionist will already know the spells Detect Illusion, Detect 
  Invisibility and Read Illusionist Magic, as well as 1 additional spell (player’s or GM’s 
  choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience Level 
  2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience Level 
  3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  
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  Experience Level 
  4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience Level 
  5 
  Dispel Illusion (I3). 
  Experience Level 
  6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
   
  Experience Level 
  7 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience Level 
  8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience Level 
  9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience Level 
  10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience Level 
  11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience Level 
  12 
  True Sight (I6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience Level 
  14 
  Alter Reality (I7) or Vision (I7). 
  Experience Level 
  15+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
  
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  5 - 3 - 2 
  ILLUSIONIST SPELLS:  BEGUILING AND 
  ENLIGHTENMENT 
   
  At level 1, this illusionist will already know the spells Hypnotism and Read 
  Illusionist Magic, as well as 2 additional spells (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience Level 
  2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience Level 
  3 
  Blindness (I2), Deafness (I2), Hypnotic Pattern (I2) or 
  Misdirection. 
  Experience Level 
  4 
  Blindness (I2), Deafness (I2), Hypnotic Pattern (I2) or 
  Misdirection. 
  Experience Level 
  5 
  Fear (I3), Illusionary Script (I3), Paralyzation (I3) or Suggestion 
  (I3). 
  Experience Level 
  6 
  Fear (I3), Illusionary Script (I3), Paralyzation (I3) or Suggestion 
  (I3). 
  Experience Level 
  7 
  Fear (I3), Illusionary Script (I3), Paralyzation (I3) or Suggestion 
  (I3). 
  Experience Level 
  8 
  Confusion (I4), Dispel Exhaustion (I4) or Emotion (I4). 
  Experience Level 
  9 
  Confusion (I4), Dispel Exhaustion (I4) or Emotion (I4). 
  Experience Level 
  10 
  Chaos (I5). 
  Experience Level 
  11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  
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  Experience Level 
  12 
  Suggestion (I6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience Level 
  14+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 3 - 3 
  ILLUSIONIST SPELLS:  MISTS AND CLOUD SHAPING 
   
  At level 1, this illusionist will already know the spells Read Illusionist Magic and 
  Wall of Fog. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Fog Cloud (I2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  
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  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 8 
  Minor Creation (I4). 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 10 
  Major Creation (I5) or Projected Image (I5). 
  Experience 
  Level 11 
  Major Creation (I5) or Projected Image (I5). 
  Experience 
  Level 12 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14 
  Astral Spell (I7). 
  Experience 
  Level 15+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 3 - 4 
  ILLUSIONIST SPELLS:  PRISMATIC WONDERS 
   
  At level 1, this illusionist will already know the spells Color Spray, Dancing Lights, 
  Light and Read Illusionist Magic. 
  Future spells earned as a result of gained experience levels will be as follows: 
  
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  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Hypnotic Pattern (I2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Continual Light (I3). 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
  
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   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 3 - 5 
  ILLUSIONIST SPELLS:  SHADOW SUMMONING 
   
  At level 1, this illusionist will already know the spells Phantasmal Force and Read 
  Illusionist Magic, as well as 2 additional spells (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Improved Phantasmal Force (I2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Spectral Force (I3). 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 8 
  Phantasmal Killer (I4) or Shadow Monsters (I4). 
  Experience 
  Level 9 
  Phantasmal Killer (I4) or Shadow Monsters (I4). 
  Experience 
  Level 10 
  Demi-Shadow Monsters (I5) or Summon Shadow (I5). 
  
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  Experience 
  Level 11 
  Demi-Shadow Monsters (I5) or Summon Shadow (I5). 
  Experience 
  Level 12 
  Conjure Animals (I6), Permanent Illusion (I6), Programmed Illusion 
  (I6) or Shades (I6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
   
   
  
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  5 - 3 - 6 
  ILLUSIONIST SPELLS:  SHADOWRY AND MIRRORS 
   
  At level 1, this illusionist will already know the spells Darkness, Gaze Reflection and 
  Read Illusionist Magic, as well as 1 additional spell (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Mirror Image (I2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Continual Darkness (I3), Hallucinatory Terrain (I3) or Rope Trick 
  (I3). 
  Experience 
  Level 6 
  Continual Darkness (I3), Hallucinatory Terrain (I3) or Rope Trick 
  (I3). 
  Experience 
  Level 7 
  Continual Darkness (I3), Hallucinatory Terrain (I3) or Rope Trick 
  (I3). 
  Experience 
  Level 8 
  Massmorph (I4). 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 10 
  Maze (I5), Shadow Door (I5) or Shadow Magic (I5). 
  Experience 
  Level 11 
  Maze (I5), Shadow Door (I5) or Shadow Magic (I5). 
  Experience 
  Level 12 
  Demi-Shadow Magic (I6). 
  
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  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 3 - 7 
  ILLUSIONIST SPELLS:  VEILS AND FACE DANCING 
   
  At level 1, this illusionist will already know the spells Alter Self and Read Illusionist 
  Magic, as well as 2 additional spells (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience Level 
  2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience Level 
  3 
  Blur (I2), Invisibility (I2) or Mirror Image (I2). 
  Experience Level 
  4 
  Blur (I2), Invisibility (I2) or Mirror Image (I2). 
  Experience Level 
  5 
  Invisibility 10’ Radius (I3) or Non-Detection (I3). 
  Experience Level 
  6 
  Invisibility 10’ Radius (I3) or Non-Detection (I3). 
  Experience Level 
  7 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  
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  Experience 
  Level 8 
  Improved Invisibility (I4). 
  Experience Level 
  9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience Level 
  10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience Level 
  11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience Level 
  12 
  Veil (I6). 
  Experience Level 
  13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience Level 
  14+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 3 - 8 
  ILLUSIONIST SPELLS:  VOICE THROWING AND 
  MIMICRY 
   
  At level 1, this illusionist will already know the spells Audible Glamer and Read 
  Illusionist Magic, as well as 2 additional spells (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  
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  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Magic Mouth (I2) or Ventriloquism (I2). 
  Experience 
  Level 4 
  Magic Mouth (I2) or Ventriloquism (I2). 
  Experience 
  Level 5 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
  
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  ~ 
   
  5 - 4 
  STEP 11 (D):  INITIAL SPELLS FOR MAGES 
   
   
   
   
  
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   (For those of you who might be skipping sections while augmenting a specific 
  character, the advice for illusionists — provided in the previous chapter — is largely 
  repeated here. ~K) 
  For level 1 mages, only a single roll per character is required on the table below.  All 
  low-level mages learn the spell Read Magic during their apprenticeships. 
  For higher level NPC mages, the GM should consider rolling twice or three times for 
  mid-level characters (levels 4-8) and three or four times for high-level characters (level 
  9+).  Don’t roll so much that you dilute the theme, but make sure that each NPC is truly 
  unique. 
  The provided system uses a combination of thematically assigned spells and freely 
  chosen spells.  Some rules state that illusionists and mages gain one “bonus” spell per 
  experience level beyond the 1st; these bonus spells will include the spells mentioned 
  below at the appropriate levels, or if no listed spell can be gained, then the player will 
  choose a spell from the appropriate level hierarchies as listed hereafter. 
  I strongly encourage the use of these tables for level 1 PCs, but as the character gains 
  experience, he or she must be allowed to progress naturally as a direct result of treasures 
  gained, spells found and life experience.  In other words, your apprentice mage may have 
  been taught Abjuration and Protection by his master, but there is nothing stopping him 
  from learning other spells that he can find later in life. 
  For PC levels beyond 1, these following tables only show which free bonus spell the PC 
  acquires (through study and inspiration) for gaining the new experience level.  
  Additional spells — beyond the bonus spell — which were found through scrolls, 
  captured spell books, or deals made with PCs or NPCs, will be entirely different from the 
  thematic bonus spells listed in these sections. 
  Keep in mind that the PC’s level 1 apprentice theme will provide a foundation, not a 
  straitjacket that will limit his future options.  Adventuring will always provide new spell 
  discoveries through the acquisition of scrolls and spell books.  Remember too that the 
  goal of this book is Dungeon Delver Enhancement, and an array of infinite choices, not 
  arbitrary restrictions!  Reward player skill and adventuring success, and let each PC find 
  his own path through the game world. 
  For the period (before the game) of level 1 apprenticeship at XP 0, and the spells 
  provided by the mage’s mentor, roll 1d100 once and consult the following table. 
   
   
  
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  [01-05] 
  Abjuration & Protection 
   Click here to proceed to the Abjuration & Protection table 
  [06-10] 
  Aeromancy & Wind Mastery 
   Click here to proceed to the Aeromancy & Wind Mastery table 
  [11-15] 
  Alteration of the Environment & Materia Warping 
   Click here to proceed to the Alteration of the Environment & 
  Materia Warping table 
  [16-20] 
  Alteration of Essences & Energy Warping 
   Click here to proceed to the Alteration of Essences & Energy 
  Warping table 
  [21-25] 
  Alteration of Flesh & Body Warping 
   Click here to proceed to the Alteration of Flesh & Body Warping 
  table 
  [26-30] 
  Alteration of Objects & Transmutation 
   Click here to proceed to the Alteration of Objects & 
  Transmutation table 
  [31-35] 
  Alteration of Perception & Mind Warping 
   Click here to proceed to the Alteration of Perception & Mind 
  Warping table 
  [36-40] 
  Alteration of Person & Aura Warping 
   Click here to proceed to the Alteration of Person & Aura 
  Warping table 
  [41-45] 
  Charms & Enchantments 
   Click here to proceed to the Charms & Enchantments table 
  [46-50] 
  Conjuration & Summoning 
   Click here to proceed to the Conjuration & Summoning table 
  [51-55] 
  Divination & Lore Mastery 
  
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   Click here to proceed to the Divination & Lore Mastery table 
  [56-60] 
  Evocation of Passive Forces (“Shielding”) 
   Click here to proceed to the Evocation of Passive Forces and 
  Shielding table 
  [61-70] 
  Evocation of Violent Forces (“Spell-Slinging”) 
   Click here to proceed to the Evocation of Violent Forces & Spell-
  Slinging table 
  [71-75] 
  Geomancy & Metal Mastery 
   Click here to proceed to the Geomancy and Metal Mastery table 
  [76-80] 
  Hydromancy & Frost Mastery 
   Click here to proceed to the Hydromancy & Frost Mastery table 
  [81-85] 
  Illusions & Trickery 
   Click here to proceed to the Illusions & Trickery table 
  [86-90] 
  Meta-Magic 
   Click here to proceed to the Meta-Magic table 
  [91-95] 
  Necromancy & Death Magic 
   Click here to proceed to the Necromancy & Death Magic table 
  [96-00] 
  Pyromancy & Lightning Mastery 
   Click here to proceed to the Pyromancy & Lightning Mastery 
  table 
   
  ~ 
   
   
  
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  5 - 4 - 1 
  MAGE SPELLS:  ABJURATION AND PROTECTION 
   
  At level 1, this mage will already know the spells Protection from Evil, Protection 
  from Good, Read Magic and Shield. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
   
  
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  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Dispel Magic (M3), Protection from Evil 10’ Radius (M3), Protection 
  from Good 10’ Radius (M3) or Protection from Normal Missiles 
  (M3). 
  Experience 
  Level 6 
  Dispel Magic (M3), Protection from Evil 10’ Radius (M3), Protection 
  from Good 10’ Radius (M3) or Protection from Normal Missiles 
  (M3). 
  Experience 
  Level 7 
  Minor Globe of Invulnerability (M3) or Remove Curse (M4). 
  Experience 
  Level 8 
  Minor Globe of Invulnerability (M3) or Remove Curse (M4). 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Anti-Magic-Shell (M6), Globe of Invulnerability (M6), Guards and 
  Wards (M6), Repulsion (M6) or Spiritwrack (M6). 
  Experience 
  Level 13 
  Anti-Magic-Shell (M6), Globe of Invulnerability (M6), Guards and 
  Wards (M6), Repulsion (M6) or Spiritwrack (M6). 
  Experience 
  Level 14 
  Anti-Magic-Shell (M6), Globe of Invulnerability (M6), Guards and 
  Wards (M6), Repulsion (M6) or Spiritwrack (M6). 
  
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  Experience 
  Level 15 
  Anti-Magic-Shell (M6), Globe of Invulnerability (M6), Guards and 
  Wards (M6), Repulsion (M6) or Spiritwrack (M6). 
  Experience 
  Level 16 
  Mind Blank (M8) or Sigrid’s Spell Immunity (M8). 
  Experience 
  Level 17 
  Mind Blank (M8) or Sigrid’s Spell Immunity (M8). 
  Experience 
  Level 18 
  Prismatic Sphere (M9). 
  Experience 
  Level 19+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 2 
  MAGE SPELLS:  AEROMANCY AND WIND MASTERY 
   
  At level 1, this mage will already know the spells Feather Fall, Message, Read Magic 
  and Ventriloquism. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Levitation (M2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  
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  Experience 
  Level 5 
  Fly (M3) or Gust of Wind (M3). 
  Experience 
  Level 6 
  Fly (M3) or Gust of Wind (M3). 
  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Airy Water (M5), Cloudkill (M5) or Conjure Air Elemental (M5). 
  Experience 
  Level 10 
  Airy Water (M5), Cloudkill (M5) or Conjure Air Elemental (M5). 
  Experience 
  Level 11 
  Airy Water (M5), Cloudkill (M5) or Conjure Air Elemental (M5). 
  Experience 
  Level 12 
  Control Weather (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Astral Spell (M9). 
  Experience 
  Level 19+ 
  Player’s or GM’s choice of any spell of any level. 
  
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  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 3 
  MAGE SPELLS:  ALTERATION OF THE ENVIRONMENT 
  AND MATERIA WARPING 
   
  At level 1, this mage will already know the spells Hold Portal and Read Magic, as well 
  as 2 additional spells (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Knock (M2) or Wizard Lock (M2). 
  Experience 
  Level 4 
  Knock (M2) or Wizard Lock (M2). 
  Experience 
  Level 5 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Dig (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  
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  Experience 
  Level 9 
  Lorelei’s Secret Chest (M5), Passwall (M5), Stone Shape (M5), 
  Transmute Mud to Rock (M5) or Transmute Rock to Mud (M5). 
  Experience 
  Level 10 
  Lorelei’s Secret Chest (M5), Passwall (M5), Stone Shape (M5), 
  Transmute Mud to Rock (M5) or Transmute Rock to Mud (M5). 
  Experience 
  Level 11 
  Lorelei’s Secret Chest (M5), Passwall (M5), Stone Shape (M5), 
  Transmute Mud to Rock (M5) or Transmute Rock to Mud (M5). 
  Experience 
  Level 12 
  Glassee (M6), Lower Water (M6), Move Earth (M6), Oberon’s 
  Freezing Sphere (M6), Part Water (M6) or Raise Water (M6). 
  Experience 
  Level 13 
  Glassee (M6), Lower Water (M6), Move Earth (M6), Oberon’s 
  Freezing Sphere (M6), Part Water (M6) or Raise Water (M6). 
  Experience 
  Level 14 
  Glassee (M6), Lower Water (M6), Move Earth (M6), Oberon’s 
  Freezing Sphere (M6), Part Water (M6) or Raise Water (M6). 
  Experience 
  Level 15 
  Glassee (M6), Lower Water (M6), Move Earth (M6), Oberon’s 
  Freezing Sphere (M6), Part Water (M6) or Raise Water (M6). 
  Experience 
  Level 16 
  Glassteel (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
  
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  5 - 4 - 4 
  MAGE SPELLS:  ALTERATION OF ESSENCES AND 
  ENERGY WARPING 
   
  At level 1, this mage will already know the spell Read Magic and any 3 of the 
  following spells (player’s or GM’s choice):  Affect Normal Fires, Burning Hands, Dancing 
  Lights, Light, Push and Shocking Grasp. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Continual Light (M2), Darkness 15’ Radius (M2) or Magic Mouth 
  (M2). 
  Experience 
  Level 4 
  Continual Light (M2), Darkness 15’ Radius (M2) or Magic Mouth 
  (M2). 
  Experience 
  Level 5 
  Gust of Wind (M3) or Slow (M3). 
  Experience 
  Level 6 
  Gust of Wind (M3) or Slow (M3). 
  Experience 
  Level 7 
  Dimension Door (M4), Plant Growth (M4) or Wizard Eye (M4). 
  Experience 
  Level 8 
  Dimension Door (M4), Plant Growth (M4) or Wizard Eye (M4). 
  Experience 
  Level 9 
  Telekinesis (M5) or Teleport (M5). 
  Experience 
  Level 10 
  Telekinesis (M5) or Teleport (M5). 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  
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  Experience 
  Level 12 
  Control Weather (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th or 6th level spell. 
  Experience 
  Level 14 
  Charm Plants (M7), Reverse Gravity (M7) or Vanish (M7). 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Temporal Reinstatement (M9), Temporal Stasis (M9) or Time Stop 
  (M9). 
  Experience 
  Level 19 
  Temporal Reinstatement (M9), Temporal Stasis (M9) or Time Stop 
  (M9). 
  Experience 
  Level 20 
  Temporal Reinstatement (M9), Temporal Stasis (M9) or Time Stop 
  (M9). 
  Experience 
  Level 21+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
  
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  5 - 4 - 5 
  MAGE SPELLS:  ALTERATION OF FLESH AND BODY 
  WARPING 
   
   
   
  At level 1, this mage will already know the spells Enlarge, Read Magic and Reduce, 
  as well as 1 additional spell (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  
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  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Strength (M2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Air Breathing (M3), Haste (M3) or Water Breathing (M3). 
  Experience 
  Level 6 
  Air Breathing (M3), Haste (M3) or Water Breathing (M3). 
  Experience 
  Level 7 
  Polymorph Other (M4) or Polymorph Self (M4). 
  Experience 
  Level 8 
  Polymorph Other (M4) or Polymorph Self (M4). 
  Experience 
  Level 9 
  Animal Growth (M5) or Shrink Animal (M5). 
  Experience 
  Level 10 
  Animal Growth (M5) or Shrink Animal (M5). 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Disintegrate (M6) or Tristan’s Transformation (M6). 
  Experience 
  Level 13 
  Disintegrate (M6) or Tristan’s Transformation (M6). 
  Experience 
  Level 14 
  Duo-Dimension (M7), Simulacrum (M7) or Statue (M7). 
  Experience 
  Level 15 
  Duo-Dimension (M7), Simulacrum (M7) or Statue (M7). 
  Experience 
  Level 16 
  Duo-Dimension (M7), Simulacrum (M7) or Statue (M7). 
  
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  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Shape Change (M9). 
  Experience 
  Level 19+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 6 
  MAGE SPELLS:  ALTERATION OF OBJECTS AND 
  TRANSMUTATION 
   
  At level 1, this mage will already know the spells Erase, Mending, Read Magic and 
  Write. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Fool’s Gold (M2), Rope Trick (M2) or Shatter (M2). 
  Experience 
  Level 4 
  Fool’s Gold (M2), Rope Trick (M2) or Shatter (M2). 
  Experience 
  Level 5 
  Explosive Runes (M3) or Flame Arrow (M3). 
  
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  Experience 
  Level 6 
  Explosive Runes (M3) or Flame Arrow (M3). 
  Experience 
  Level 7 
  Disenchanted Weapon (M4) or Enchanted Weapon (M4). 
  Experience 
  Level 8 
  Disenchanted Weapon (M4) or Enchanted Weapon (M4). 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Enchant an Item (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Vanish (M7). 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Polymorph Any Object (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
  
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  ~ 
   
  5 - 4 - 7 
  MAGE SPELLS:  ALTERATION OF PERCEPTION AND 
  MIND WARPING 
   
  At level 1, this mage will already know the spell Read Magic and any 3 of the 
  following spells (player’s or GM’s choice):  Comprehend Languages, Confuse Languages, 
  Unreadable Magic and Ventriloquism. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Audible Glamer (M3). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Babble (M3), Infravision (M3) or Tongues (M3). 
  Experience 
  Level 6 
  Babble (M3), Infravision (M3) or Tongues (M3). 
  Experience 
  Level 7 
  Runedale’s Mnemonic Enhancer (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th or level spell. 
  Experience 
  Level 9 
  Distance Distortion (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  
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  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Maze (M8) or Power Word Blind (M8). 
  Experience 
  Level 17 
  Maze (M8) or Power Word Blind (M8). 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 8 
  MAGE SPELLS:  ALTERATION OF PERSON AND AURA 
  WARPING 
   
  At level 1, this mage will already know the spell Read Magic and any 3 of the 
  following spells (player’s or GM’s choice):  Feather Fall, Jump, Message and Spider 
  Climb. 
  Future spells earned as a result of gained experience levels will be as follows: 
  
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  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Levitation (M3). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Blink (M5), Fly (M5) or Lorelei’s Tiny Hut (M5). 
  Experience 
  Level 6 
  Blink (M5), Fly (M5) or Lorelei’s Tiny Hut (M5). 
  Experience 
  Level 7 
  Fire Charm (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th or level spell. 
  Experience 
  Level 9 
  Airy Water (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Darien’s Instant Summons (M7) or Phase Door (M7). 
  Experience 
  Level 15 
  Darien’s Instant Summons (M7) or Phase Door (M7). 
  
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  Experience 
  Level 16 
  Mind Blank (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 9 
  MAGE SPELLS:  CHARMS AND ENCHANTMENTS 
   
  At level 1, this mage will already know the spells Charm Person, Friends, Read Magic 
  and Sleep. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Forget (M2), Ray of Enfeeblement (M2) or Scare (M2). 
  Experience 
  Level 4 
  Forget (M2), Ray of Enfeeblement (M2) or Scare (M2). 
  Experience 
  Level 5 
  Hold Person (M3) or Suggestion (M3). 
  Experience 
  Level 6 
  Hold Person (M3) or Suggestion (M3). 
  
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  Experience 
  Level 7 
  Bestow Curse (M4), Charm Monster (M4), Confusion (M4), Fire 
  Charm (M4) or Fumble (M4). 
  Experience 
  Level 8 
  Bestow Curse (M4), Charm Monster (M4), Confusion (M4), Fire 
  Charm (M4) or Fumble (M4). 
  Experience 
  Level 9 
  Magic Jar (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Geas (M6) or Spiritwrack (M6). 
  Experience 
  Level 13 
  Geas (M6) or Spiritwrack (M6). 
  Experience 
  Level 14 
  Power Word Stun (M7). 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Antipathy / Sympathy (M8), Mass Charm (M8), Oberon’s 
  Irresistible Dance (M8), Symbol (M8) or Trap the Soul (M8). 
  Experience 
  Level 17 
  Antipathy / Sympathy (M8), Mass Charm (M8), Oberon’s 
  Irresistible Dance (M8), Symbol (M8) or Trap the Soul (M8). 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
  
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  5 - 4 - 10 
  MAGE SPELLS:  CONJURATION AND SUMMONING 
   
  At level 1, this mage will already know the spells Find Familiar, Push, Read Magic 
  and Unseen Servant. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  
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  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Monster Summoning I (M3). 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Monster Summoning II (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Conjure Air Elemental (M5), Conjure Earth Elemental (M5), Conjure 
  Fire Elemental (M5), Conjure Water Elemental (M5), Malachai’s 
  Faithful Hound (M5) or Monster Summoning III (M5). 
  Experience 
  Level 10 
  Conjure Air Elemental (M5), Conjure Earth Elemental (M5), Conjure 
  Fire Elemental (M5), Conjure Water Elemental (M5), Malachai’s 
  Faithful Hound (M5) or Monster Summoning III (M5). 
  Experience 
  Level 11 
  Conjure Air Elemental (M5), Conjure Earth Elemental (M5), Conjure 
  Fire Elemental (M5), Conjure Water Elemental (M5), Malachai’s 
  Faithful Hound (M5) or Monster Summoning III (M5). 
  Experience 
  Level 12 
  Invisible Stalker (M6) or Monster Summoning IV (M6). 
  Experience 
  Level 13 
  Invisible Stalker (M6) or Monster Summoning IV (M6). 
  Experience 
  Level 14 
  Cacodemon (M7), Limited Wish (M7) or Monster Summoning V 
  (M7). 
  Experience 
  Level 15 
  Cacodemon (M7), Limited Wish (M7) or Monster Summoning V 
  (M7). 
  Experience 
  Level 16 
  Monster Summoning VI (M8). 
  
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  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Gate (M9), Monster Summoning (M9) or Wish (M9). 
  Experience 
  Level 19 
  Gate (M9), Monster Summoning (M9) or Wish (M9). 
  Experience 
  Level 20 
  Gate (M9), Monster Summoning (M9) or Wish (M9). 
  Experience 
  Level 21+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 11 
  MAGE SPELLS:  DIVINATION AND LORE MASTERY 
   
  At level 1, this mage will already know the spells Detect Magic, Identify, Read Magic, 
  as well as 1 additional spell (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Detect Evil (M2), Detect Good (M2), Detect Invisibility (M2), ESP 
  (M2) or Locate Object (M2). 
  Experience 
  Level 4 
  Detect Evil (M2), Detect Good (M2), Detect Invisibility (M2), ESP 
  (M2) or Locate Object (M2). 
  
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  Experience 
  Level 5 
  Clairaudience (M3) or Clairvoyance (M3). 
  Experience 
  Level 6 
  Clairaudience (M3) or Clairvoyance (M3). 
  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Contact Other Plane (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Legend Lore (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  
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  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 12 
  MAGE SPELLS:  EVOCATION OF PASSIVE FORCES 
  (SHIELDING) 
   
  At level 1, this mage will already know the spells Read Magic, Shield and Tristan’s 
  Floating Disc, as well as 1 additional spell (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Web (M2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Wall of Fire (M4) or Wall of Ice (M4). 
  Experience 
  Level 8 
  Wall of Fire (M4) or Wall of Ice (M4). 
  Experience 
  Level 9 
  Brann’s Interposing Hand (M5), Wall of Force (M5), Wall of Iron 
  (M5) or Wall of Stone (M5). 
  
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  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Guards and Wards (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Maze (M8) or Symbol (M8). 
  Experience 
  Level 17 
  Maze (M8) or Symbol (M8). 
  Experience 
  Level 18 
  Prismatic Sphere (M9). 
  Experience 
  Level 19+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
  
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  5 - 4 - 13 
  MAGE SPELLS:  EVOCATION OF VIOLENT FORCES 
  (SPELL-SLINGING) 
   
  At level 1, this mage will already know the spells Magic Missile and Read Magic, as 
  well as 2 additional spells (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Stinking Cloud (M2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Fireball (M3) or Lightning Bolt (M3). 
  Experience 
  Level 6 
  Fireball (M3) or Lightning Bolt (M3). 
  Experience 
  Level 7 
  Fire Trap (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Cloudkill (M5) or Cone of Cold (M5). 
  Experience 
  Level 10 
  Cloudkill (M5) or Cone of Cold (M5). 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  
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  Experience 
  Level 12 
  Brann’s Forceful Hand (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Brann’s Grasping Hand (M7), Delayed Blast Fireball (M7) or 
  Malachai’s Sword (M7). 
  Experience 
  Level 15 
  Brann’s Grasping Hand (M7), Delayed Blast Fireball (M7) or 
  Malachai’s Sword (M7). 
  Experience 
  Level 16 
  Brann’s Clenched Fist (M8) or Incendiary Cloud (M8). 
  Experience 
  Level 17 
  Brann’s Clenched Fist (M8) or Incendiary Cloud (M8). 
  Experience 
  Level 18 
  Brann’s Crushing Hand (M9) or Meteor Swarm (M9). 
  Experience 
  Level 19 
  Brann’s Crushing Hand (M9) or Meteor Swarm (M9). 
  Experience 
  Level 20+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 14 
  MAGE SPELLS:  GEOMANCY AND METAL MASTERY 
   
  Reroll (on the table which introduced this chapter) for initial spell preference, because 
  there are no level 1, 2 or 3 spells in this sphere of arcane magic. 
  
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  As a summary and in the future, however, spells earned as a result of gained 
  experience levels will be as follows: 
   
  Experience 
  Level 1 
  Reroll to determine a secondary spell preference. 
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Dig (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Conjure Earth Elemental (M5), Distance Distortion (M5), Passwall 
  (M5), Stone Shape (M5), Transmute Mud to Rock (M5), Transmute 
  Rock to Mud (M5), Wall of Iron (M5) or Wall of Stone (M5). 
  Experience 
  Level 10 
  Conjure Earth Elemental (M5), Distance Distortion (M5), Passwall 
  (M5), Stone Shape (M5), Transmute Mud to Rock (M5), Transmute 
  Rock to Mud (M5), Wall of Iron (M5) or Wall of Stone (M5). 
  Experience 
  Level 11 
  Conjure Earth Elemental (M5), Distance Distortion (M5), Passwall 
  (M5), Stone Shape (M5), Transmute Mud to Rock (M5), Transmute 
  Rock to Mud (M5), Wall of Iron (M5) or Wall of Stone (M5). 
  Experience 
  Level 12 
  Glassee (M6) or Move Earth (M6). 
  
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  Experience 
  Level 13 
  Glassee (M6) or Move Earth (M6). 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Glassteel (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Freedom (M9) or Imprisonment (M9). 
  Experience 
  Level 19 
  Freedom (M9) or Imprisonment (M9). 
  Experience 
  Level 20+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
  
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  5 - 4 - 15 
  MAGE SPELLS:  HYDROMANCY AND FROST MASTERY 
   
  Reroll (on the table which introduced this chapter) for initial spell preference, because 
  there are no level 1 or 2 spells in this sphere of arcane magic. 
  
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  As a summary and in the future, however, spells earned as a result of gained 
  experience levels will be as follows: 
   
  Experience 
  Level 1 
  Reroll to determine a secondary spell preference. 
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Air Breathing (M3) or Water Breathing (M3). 
  Experience 
  Level 6 
  Air Breathing (M3) or Water Breathing (M3). 
  Experience 
  Level 7 
  Ice Storm (M4) or Wall of Ice (M4). 
  Experience 
  Level 8 
  Ice Storm (M4) or Wall of Ice (M4). 
  Experience 
  Level 9 
  Airy Water (M5), Cone of Cold (M5) or Conjure Water Elemental 
  (M5). 
  Experience 
  Level 10 
  Airy Water (M5), Cone of Cold (M5) or Conjure Water Elemental 
  (M5). 
  Experience 
  Level 11 
  Airy Water (M5), Cone of Cold (M5) or Conjure Water Elemental 
  (M5). 
  Experience 
  Level 12 
  Control Weather (M6), Lower Water (M6), Oberon’s Freezing 
  Sphere (M6), Part Water (M6) or Raise Water (M6). 
  Experience 
  Level 13 
  Control Weather (M6), Lower Water (M6), Oberon’s Freezing 
  Sphere (M6), Part Water (M6) or Raise Water (M6). 
  
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  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 16 
  MAGE SPELLS:  ILLUSIONS AND TRICKERY 
   
  At level 1, this mage will already know the spells Nicodemus’ Magic Aura, Read 
  Magic and Ventriloquism, as well as 1 additional spell (player’s or GM’s choice). 
  Future spells earned as a result of gained experience levels will be as follows: 
   
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Audible Glamer (M2), Invisibility (M2), Lorelei’s Trap (M2), Mirror 
  Image (M2) or Obscure Object (M2). 
  Experience 
  Level 4 
  Audible Glamer (M2), Invisibility (M2), Lorelei’s Trap (M2), Mirror 
  Image (M2) or Obscure Object (M2). 
  
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  Experience 
  Level 5 
  Invisibility 10’ Radius (M3) or Phantasmal Force (M3). 
  Experience 
  Level 6 
  Invisibility 10’ Radius (M3) or Phantasmal Force (M3). 
  Experience 
  Level 7 
  Hallucinatory Terrain (M4) or Massmorph (M4). 
  Experience 
  Level 8 
  Hallucinatory Terrain (M4) or Massmorph (M4). 
  Experience 
  Level 9 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Project Image (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Mass Invisibility (M7) or Simulacrum (M7). 
  Experience 
  Level 15 
  Mass Invisibility (M7) or Simulacrum (M7). 
  Experience 
  Level 16 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  
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  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 17 
  MAGE SPELLS:  META-MAGIC 
   
  Reroll (on the table which introduced this chapter) for initial spell preference, because 
  there are no level 1, 2 or 3 spells in this sphere of arcane magic. 
  As a summary and in the future, however, spells earned as a result of gained 
  experience levels will be as follows: 
   
  Experience 
  Level 1 
  Reroll to determine a secondary spell preference. 
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Extension I (M4). 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  
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  Experience 
  Level 9 
  Extension II (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Enchant an Item (M6) or Extension III (M6). 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Permanency (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
   
  
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  5 - 4 - 18 
  MAGE SPELLS:  NECROMANCY AND DEATH MAGIC 
   
   
   
   
   
  
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  Reroll (on the table which introduced this chapter) for initial spell preference, because 
  there are no level 1 or 2 spells in this sphere of arcane magic. 
  As a summary and in the future, however, spells earned as a result of gained 
  experience levels will be as follows: 
   
  Experience 
  Level 1 
  Reroll to determine a secondary spell preference. 
  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Feign Death (M3). 
  Experience 
  Level 6 
  Player’s or GM’s choice of any 1st, 2nd or 3rd level spell. 
  Experience 
  Level 7 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 8 
  Player’s or GM’s choice of any 1st, 2nd, 3rd or 4th level spell. 
  Experience 
  Level 9 
  Animate Dead (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Death Spell (M6) or Reincarnation (M6). 
  
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  Experience 
  Level 13 
  Death Spell (M6) or Reincarnation (M6). 
  Experience 
  Level 14 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  Experience 
  Level 16 
  Clone (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Power Word Kill (M9). 
  Experience 
  Level 19+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
  ~ 
   
  5 - 4 - 19 
  MAGE SPELLS:  PYROMANCY AND LIGHTNING 
  MASTERY 
   
  At level 1, this mage will already know the spells Affect Normal Fires, Burning Hands, 
  Read Magic and Shocking Grasp. 
  Future spells earned as a result of gained experience levels will be as follows: 
   
   
  
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  Experience 
  Level 2 
  Player’s or GM’s choice of any 1st level spell. 
  Experience 
  Level 3 
  Pyrotechnics (M2). 
  Experience 
  Level 4 
  Player’s or GM’s choice of any 1st or 2nd level spell. 
  Experience 
  Level 5 
  Fireball (M3) or Lightning Bolt (M3). 
  Experience 
  Level 6 
  Fireball (M3) or Lightning Bolt (M3). 
  Experience 
  Level 7 
  Fire Charm (M4), Fire Shield (M4) or Fire Trap (M4). 
  Experience 
  Level 8 
  Fire Charm (M4), Fire Shield (M4) or Fire Trap (M4). 
  Experience 
  Level 9 
  Conjure Fire Elemental (M5). 
  Experience 
  Level 10 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 11 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th or 5th level spell. 
  Experience 
  Level 12 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 13 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, or 6th level spell. 
  Experience 
  Level 14 
  Delayed Blast Fireball (M7). 
  Experience 
  Level 15 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th or 7th level spell. 
  
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  Experience 
  Level 16 
  Incendiary Cloud (M8). 
  Experience 
  Level 17 
  Player’s or GM’s choice of any 1st, 2nd, 3rd, 4th, 5th, 6th, 7th or 8th level 
  spell. 
  Experience 
  Level 18 
  Meteor Swarm (M9). 
  Experience 
  Level 19+ 
  Player’s or GM’s choice of any spell of any level. 
   
  Step 11 complete.  Click on the link below to proceed to Part 6. 
   Part 6:  Trades, Skills, and Fighting Styles 
   
   
   
   
   
  
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   PART 6: 
   TRADES, SKILLS AND FIGHTING STYLES 
   
  This section pertains to skills and proficiencies.  I cannot predict how you, as the 
  Game Master, handle such things, as the topic of skills in an archetype-based FRPG 
  remains rather contentious as it has been for decades. 
  Generally, old school games have very vague and hand-waved skill systems, while 
  new school games have skills and feats galore, with umpteen different modifiers, rules, 
  exceptions, sub-rules, conflicting mechanics, and random crap ad nauseam.  (You can 
  take a wild guess concerning how I feel about ultra-detailed skills in an old school game. 
  ;) 
  But what if you don’t know what to do? 
   
   
  
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  Here is a little advice if your game has a vague or nonexistent skill system, or a 
  complex skill system that you want to replace with something easier. 
  Very generally, in my Castle Oldskull campaigns I use an old school mechanic called 
  “ability checks,” combined with a new school mechanic called “advantage.” 
  Basically, you have a general list of skills that your character knows.  You may have 
  noticed in the class themes section that I listed things like tracking, blind-fighting, 
  running, leaping, fur trapping, and so forth. 
  When your character wants to do something, the GM decides if the situation should 
  be role-played.  If it should, you talk your way through it, by either (for example) 
  describing what you are trying to do in detail (“I’m lifting the chest lid with the tip of my 
  sword while ducking down”), or solving a riddle using your own brain, or saying the 
  words you are speaking to an NPC. 
  If the GM thinks it should be handled by a random roll instead, the GM then decides 
  which of the six ability scores best applies to the situation.  For example, Strength 
  (physical power) is used to open doors, Intelligence (mental power) is used to see hidden 
  items under dust, Wisdom (intuition) is used to guess at someone’s emotions, Dexterity 
  (agility) is used to climb ropes, Constitution (endurance) is used to hold your breath in a 
  poison cloud, and Charisma (influence) is used to win over a potentially hostile guard 
  with a wink and a smile.  And so on, and so forth. 
  After deciding which ability score to use, the GM then decides if the task is easy, 
  average, or hard.  As one example, climbing a straight rope with gloves and both hands 
  is easy, climbing a swinging rope while wearing a shield on your arm is average, and 
  climbing a rope in the rain with an unconscious halfling on your back is hard.  Some tasks 
  are in fact so hard — climbing a rope with one hand, in the rain, with a fat dwarf on your 
  shoulders — that they are basically impossible. 
  Once the GM knows the ability score to use and the task difficulty level, he informs 
  the PC’s player of both of these facts.  The player then looks at the PC’s ability score, and 
  decides if he still wants to make the attempt. 
  If the player changes his mind after considering the odds, another action can be 
  attempted instead. 
  If he decides to go through with it, he calculates the target score for the ability check.  
  The target score is the number that the player wants to compare his die roll against.  It is 
  equal to 20 minus the PC’s ability score.  For example, if the needed ability is Strength, 
  and the PC’s Strength is 15, then the target score is (20 minus 15 equals) 5, or higher. 
  
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  Then, he rolls 1d20 one or more times, as directed below.  You want to roll high, 
  especially a 20.  You never want to roll a 1. 
  One of six things can happen: 
   
  Easy Ability Score Checks 
   If the task is easy, and the PC does not have the appropriate skill (for example, 
  trying to trap an animal but with knowledge of how exactly to do it), then the 
  player has no advantage.  This means he rolls 1d20 once. 
   If the task is easy, and the PC does have the appropriate skill, then the player has 
  advantage.  This means he rolls 1d20 twice, and keeps the highest score. 
   
  Average Ability Score Checks 
   If the task is of average difficulty, and the PC does not have the appropriate skill, 
  then the player has disadvantage.  This means he rolls 1d20 twice, and keeps the 
  lowest score. 
   If the task is of average difficulty, and the PC does have the appropriate skill, then 
  the player has no advantage.  This means he rolls 1d20 once. 
   
  Hard Ability Score Checks 
   If the task is hard, and the PC does not have the appropriate skill, then the player 
  has severe disadvantage.  This means he rolls 1d20 three times, and keeps the 
  lowest score. 
   If the task is hard, and the PC does have the appropriate skill, then the player has 
  disadvantage.  This means he rolls 1d20 twice, and keeps the lowest score. 
   
  Once the d20 (or 2d20, or 3d20, as noted above) is rolled, the player and the GM 
  compare the roll to the target score. 
   If the roll is a 1, the result is automatic failure.  If the PC’s relevant ability score is 
  6 or lower, the failure is catastrophic. 
   If the roll is lower than the target score (but not a 1), the PC fails, but the failure 
  is never catastrophic. 
   If the roll is equal to the target score, the PC barely succeeds. 
   If the roll is higher than the target score (but not a 20), the PC succeeds, but the 
  success is never phenomenal. 
  
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   If the roll is a 20, the result is automatic success.  If the PC’s relevant ability score 
  is 15 or higher, the success is phenomenal. 
   
  The system is confusing at first, but becomes very quick, flexible and intuitive with a 
  little practice. 
  The first step to making the system easy is to have all players record the target scores 
  beside their ability scores on their character sheets.  Remember, the target score is 20 
  minus the ability score.  So if a PC has STR 16, INT 10, WIS 13, DEX 17, CON 12 and CHA 
  9, then his target scores are STR 16 (target 4+), INT 10 (target 10+), WIS 13 (target 7+), DEX 
  17 (target 3+), CON 12 (target 8+) and CHA (target 11+).  Low targets mean success if 
  likely, and high targets mean success is unlikely.  So, this example PC will have an easy 
  time with DEX and STR checks, and a fairly hard time with CHA and INT checks.  But 
  due to his decent ability scores, he won’t be really terrible at anything unless it is hard. 
  The second step to making the system easy is to just keep using it! 
  Here is an example of the system in use: 
  Let us say our STR 16 (target 4+) example PC above wants to move a boulder.  The 
  GM considers the size of the boulder, and decides that the task is possible, but that it will 
  be hard.  He informs the player that the task is Strength-based and hard.  The PC 
  considers his STR of 16, and asks for clarification. 
  The GM explains that the PC has no “Move Boulder” skill, because no such skill exists 
  in the game yet (most likely).  But hey, maybe he could learn a skill called “Move 
  Boulder” if he practiced every day, pushing stones around for a month or something. 
  The GM explains further that because (a) the task is hard and (b) the PC does not have 
  the necessary skill, that the PC would have severe disadvantage when trying to move the 
  boulder.  This means that the player would need to roll 3d20, and to keep the lowest 
  result.  And any rolls of 1 would be very bad. 
  The player considers this, but notes that the target score of 4 means that success is still 
  fairly likely … as long as he doesn’t roll any 1s! 
  So he rolls 3d20, hopes for the best, and … 
  (Let’s go through each possible scenario.) 
   
  Scenario 1:  He rolls a 1, a 13, and a 10.  He is forced to keep the lowest roll, which is 
  a 1.  This is a catastrophic failure.  Not only does he fail to move the boulder, he also hurts 
  his back and inflicts 1D6 damage on himself.  And yes, if his hit points are low he could 
  die from this damage; this would mean that the boulder rolled on top of him. 
  
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  Scenario 2:  He rolls a 5, a 19 and a 3.  He is forced to keep the lowest roll, which is a 
  3.  The target score was only 4, but the 3 is less than the needed 4 or higher, so he fails.  
  The PC cannot move the boulder.  The GM will probably let him rest for a round and try 
  again if he wants to, so this is probably not a big deal … unless, of course, he is being 
  chased by 30 bloodthirsty orcs and he only has 2 rounds remaining before they charge 
  around the corner! 
   
  Scenario 3:  He rolls a 4, a 12 and a 14.  He is forced to keep the lowest roll, which is a 
  4.  The target score was 4, and that’s what he rolled, so he barely succeeds!  He might (for 
  example) damage something in his backpack, cracking open an oil flask, while he holds 
  his breath and squeezes through the gap. 
   
  Scenario 4:  He rolls a 13, a 5, and a 20.  The 20 would be great, but he doesn’t get to 
  keep it, because he is forced to keep the lowest roll, which is a 5.  The target score was 4, 
  and his roll is still higher.  He succeeds!  He moves the boulder and moves through the 
  gap fairly easily. 
   
  Scenario 5:  Miraculously, he rolls a 20, a 20, and another 20.  This is an automatic 
  success without a doubt!  Not only that, but his STR is in the “15 or higher” category, so 
  it’s a phenomenal success.  He pushes harder than he ever has in his life, and his god 
  gives him a surge of spirit.  The boulder lurches aside, and then keeps rolling.  As soon 
  as the orcs come around the corner, they are crushed by the rolling boulder for 3D6 
  damage each!  17 of them are killed instantly, and the other 13 scatter in a screaming 
  panic.  Some things, however unlikely, are simply meant to be … 
   
  Once your players get savvy to this system and its infinite flexibility — hey, you can 
  come up with millions of weird skills big and small, just by naming them — they will 
  always be asking you this question once you explain the current situation and the needed 
  ability check:  “Hey, can I turn this into a skill?” 
  The answer is usually “Yes, but not right now, and it takes practice.”  So they can’t 
  learn a skill in 1 second to affect the current ability check, but they can (for example) 
  eventually learn how to chop down a tree (“Lumberjack,” maybe a Strength skill), juggle 
  (a Dexterity skill), play draconian chess (an Intelligence skill), learn herbalism (a Wisdom 
  skill), or how to lie with a straight face (a Charisma skill, in my opinion). 
  
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  And here’s the beauty of it:  You don’t need to define any skills in your game until 
  someone tries to do something. 
  This means that the complexity of the game can grow as the campaign proceeds, and 
  your players get more creative.  Even better, you can always keep the game from going 
  “skill happy” by simply telling the players they need to role-play or explain their way 
  out of any given situation, instead of just rolling dice.  (Try not to be too random and 
  arbitrary about it, though, unless your players are trying to be munchkins or rules 
  lawyers.) 
  If you’re feeling generous, during downtime two PCs can easily teach each other skills 
  that one of them knows and the other one doesn’t. 
  You may need to develop a few constraints to keep them from “skilling up” endlessly, 
  however.  It all takes time to learn things.  Maybe learning how to chop down trees safely 
  only takes 10 days of practice, but learning how to appraise gemstones takes 60 days of 
  memorization and concentration.  Just give them a time-to-learn target based on your 
  perceived complexity of the skill, and let them write that number down and hack away 
  at it — one day, or even one hour at a time — whenever the party has some downtime.  
  They don’t get the skill until that “time to learn” number hits zero. 
  If your campaign lasts for many real-world years, you may eventually end up with 
  excellently-played ancient elven PCs who know hundreds of skills … but that’s not 
  necessarily a terrible thing! 
   
  Part 6 introduction complete.  The following sections pertain to clan and family trades 
  for demi-human characters.  If you are designing a human character, you can click the 
  link below to skip these sections and proceed to Useful Secondary Skills. 
   Continue on to Useful Secondary Skills 
  Otherwise, if you are designing a demi-human character, you can access the clan and 
  family trade sections here: 
   Click here for dwarven trades 
   Click here for elven trades 
   Click here for gnomish trades 
   Click here for half-orcish trades 
   Click here for halfling trades 
   
  ~ 
   
  
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  6 - 1 
  DETERMINING CLAN AND FAMILY TRADES 
   
   “Clan and family trades” are skills which demi-humans learn from their friends and 
  families.  Humans tend to move around a lot, and move away from their family members 
  more often than not.  Demi-humans, however, tend to stay put for years at a time and 
  learn the racial traditions.  This means that demi-humans have some added skills, even 
  at experience level 1, which humans do not. 
  For human characters, skip this sections. 
  For demi-human characters, roll once on the appropriate table hereafter to determine 
  the trade and expertise of the character’s clan and family.  This information is primarily 
  of interest for background purposes, but it directly informs the skill system I described 
  in the previous section.  It can also be put to excellent use as an adventure hook. 
  For example, a descendant of dwarf mountaineers might receive a call for help from 
  a stranded uncle, and the other PCs would need to decide whether they will undertake a 
  dangerous aerial journey into the mountains to save a family friend. 
   
   
  
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  These spheres of demi-human knowledge can also be used to further detail demi-
  human enclaves throughout the game world.  For example, if the GM has created a clan 
  of 380 dwarves, it can be assumed that this group has between 5 and 10 bloodlines (major 
  families), and each bloodline can have one or perhaps two of the trades listed hereafter 
  as their own “familial pride of place.”  Each bloodline has an important place in the clan, 
  but the clan probably does not enjoy all of the possible skill types, unless it is large and 
  lucky. 
  You will see some notes concerning Useful Secondary Skills; I describe these a little 
  further on in this book. 
   
  ~ 
   
  6 - 1 - 1 
  DWARVEN TRADES 
   
  Roll 1d100, and refer to the following table. 
  
  [01-03] 
   Architects & Builders. 
   Due to this ancestry, you can either pre-select “Mason / Builder” 
  as your character’s Useful Secondary Skill, or roll randomly. 
  [04-07] 
   Armorers & Smiths. 
   Due to this ancestry, you can either pre-select “Armorer” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [08-12] 
   Delvers of the Deep. 
   This gives the skills Identify Mithril and Identify Adamantite, 
  which means that the PC can identify mithril / admantite ore, 
  crafter weapons and armor, and so forth.  The skills Appraise 
  Mithril Treasure and Appraise Adamantite Treasure can be 
  learned in time. 
  [13-18] 
   Dragon Warders. 
   These dwarves fight dragons.  This gives the skill Critical Hits on 
  Dragons, which — when it succeeds — allows you to inflict 
  maximum damage on a dragon with your weapon. 
  
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  [19-24] 
   Dungeon Delvers & Explorers. 
   Due to this ancestry, you can either pre-select “Miner” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [25-30] 
   Forge Guardians. 
   Due to this ancestry, you can either pre-select “Armorer” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [31-36] 
   Gem Cutters. 
   Due to this ancestry, you can either pre-select “Jeweler / Gem 
  Cutter” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [37-42] 
   Giant Killers. 
   These dwarves fight giants.  This gives the skill Critical Hits on 
  Giants, which — when it succeeds — allows you to inflict 
  maximum damage on a giant with your weapon. 
  [43-48] 
   Goblin Slayers. 
   Due to this ancestry, you can either pre-select “Bowyer / 
  Fletcher” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [49-55] 
   Goldsmiths & Silversmiths. 
   This gives the skills Appraise Gold Treasure and Appraise Silver 
  Treasure.  The skills Craft Gold Treasure and Craft Silver 
  Treasure can be learned in time. 
  [56-61] 
   Jewelers. 
   Due to this ancestry, you can either pre-select “Jeweler / Gem 
  Cutter” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [62-68] 
   Merchants & Traders. 
   Due to this ancestry, you can either pre-select “Freighter / Pack 
  Handler” or “Trader / Barterer” as your character’s Useful 
  Secondary Skill, or roll randomly. 
  [69-75] 
   Miners & Smelters. 
  
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   Due to this ancestry, you can either pre-select “Mason / Builder” 
  or “Miner” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [76-82] 
   Mountaineers. 
   Due to this ancestry, you can either pre-select “Fisher” or 
  “Trapper / Furrier” as your character’s Useful Secondary Skill, or 
  roll randomly. 
  [83-88] 
   Orc Slayers. 
   These dwarves fight orcs.  This gives the skill Critical Hits on 
  Orcs, which — when it succeeds — allows you to inflict 
  maximum damage on an orc (or half-orc!) with your weapon. 
  [89-94] 
   Rogues & Thieves. 
   Due to this ancestry, you can either pre-select “Gambler” as your 
  character’s Useful Secondary Skill, or roll randomly. 
   If the character is a thief, or a multi-classed thief, he gets a 
  permanent +2% bonus to XP gained. 
  [95-00] 
   Rune Priests. 
   Due to this ancestry, you can either pre-select “Painter / Artist” 
  as your character’s Useful Secondary Skill, or roll randomly. 
   If the character is a cleric, or a multi-classed cleric, he gets a 
  permanent +2% bonus to XP gained. 
   
  Demi-human trade selection complete.  You can click the link below to skip these 
  sections and proceed to Useful Secondary Skills. 
   Continue on to Useful Secondary Skills 
   
  ~ 
   
  6 - 1 - 2 
  ELVEN TRADES 
   
  These trades apply both to elves, and to half-elves … except for half-elves who were 
  raised by humans that never knew their elven parent. 
  
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  Roll 1d100, and refer to the following table. 
  
  [01-06] 
   Arbor Priests. 
   Due to this ancestry, you can either pre-select “Farmer / 
  Gardener” as your character’s Useful Secondary Skill, or roll 
  randomly. 
   If the character is a cleric, or a multi-classed cleric, he gets a 
  permanent +2% bonus to XP gained. 
  [07-12] 
   Arcane Artificers. 
   Due to this ancestry, you can either pre-select “Armorer” or 
  “Jeweler / Gem Cutter” as your character’s Useful Secondary 
  Skill, or roll randomly. 
  [13-19] 
   Archers. 
   Due to this ancestry, you can either pre-select “Bowyer  / 
  Fletcher” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [20-25] 
   Beast Masters. 
   Due to this ancestry, you can either pre-select “Beast Master” as 
  your character’s Useful Secondary Skill, or roll randomly. 
  [26-31] 
   Faerie Lorists. 
   Due to this ancestry, you can either pre-select “Painter / Artist” 
  as your character’s Useful Secondary Skill, or roll randomly. 
  [32-38] 
   Foresters & Herbalists. 
   Due to this ancestry, you can either pre-select “Forester / 
  Herbalist” as your character’s Useful Secondary Skill, or roll 
  randomly. 
   
   
   
  
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  [39-44] 
   Grove Protectors. 
   Due to this ancestry, you can either pre-select “Woodworker” as 
  your character’s Useful Secondary Skill, or roll randomly. 
  [45-50] 
   Hunters. 
  
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   Due to this ancestry, you can either pre-select “Hunter / 
  Tracker” as your character’s Useful Secondary Skill, or roll 
  randomly. 
   If the character is a ranger, or a multi-classed ranger, he gets a 
  permanent +2% bonus to XP gained. 
  [51-57] 
   Lore Masters. 
   The character gains a permanent +1 to INT or WIS (player’s or 
  GM’s choice). 
   Concurrently, he suffers a permanent -1 to STR or CON (player’s 
  or GM’s choice). 
  [58-63] 
   Pool Seers. 
   Due to this ancestry, you can either pre-select “Fisher” as your 
  character’s Useful Secondary Skill, or roll randomly. 
   If the character is a druid, or a multi-classed druid, he gets a 
  permanent +2% bonus to XP gained. 
  [64-69] 
   Rogues & Thieves. 
   Due to this ancestry, you can either pre-select “Gambler” as your 
  character’s Useful Secondary Skill, or roll randomly. 
   If the character is a thief, or a multi-classed thief, he gets a 
  permanent +2% bonus to XP gained. 
  [70-75] 
   Trackers. 
   Due to this ancestry, you can either pre-select “Beast Master” or 
  “Hunter / Tracker” as your character’s Useful Secondary Skill, 
  or roll randomly. 
   If the character is a ranger, or a multi-classed ranger, he gets a 
  permanent +2% bonus to XP gained. 
  [76-81] 
   Viticulturists. 
   Due to this ancestry, you can either pre-select “Farmer / 
  Gardener” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [82-87] 
   Wardens & Sentries. 
   Your GM may decide that this character’s alert presence reduces 
  your party’s chances of being surprised by 50%; however, if 
  that’s the case then the ability should be counter-balanced by a 
  
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  disadvantage (such as a phobia, -2 Charisma, or fear of a specific 
  supernatural monster type). 
  [88-94] 
   Warriors. 
   If the character is a fighter, or a multi-classed fighter, he gets a 
  permanent +2% bonus to XP gained. 
  [95-00] 
   Wizards. 
   If the character is a mage, or a multi-classed mage, he gets a 
  permanent +2% bonus to XP gained. 
   
  Demi-human trade selection complete.  You can click the link below to skip these 
  sections and proceed to Useful Secondary Skills. 
   Continue on to Useful Secondary Skills 
   
  ~ 
   
  6 - 1 - 3 
  GNOMISH TRADES 
   
  Roll 1d100, and refer to the following table. 
  
  [01-06] 
   Armorers & Weapon Smiths. 
   Due to this ancestry, you can either pre-select “Armorer” as 
  your character’s Useful Secondary Skill, or roll randomly. 
  [07-13] 
   Beast Masters. 
   Due to this ancestry, you can either pre-select “Beast Master” as 
  your character’s Useful Secondary Skill, or roll randomly. 
  [14-19] 
   Burrowers & Builders. 
   Due to this ancestry, you can either pre-select “Farmer / 
  Gardener” or “Mason / Builder” as your character’s Useful 
  Secondary Skill, or roll randomly. 
  [20-26] 
   Foresters & Herbalists. 
  
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   Due to this ancestry, you can either pre-select “Forester / 
  Herbalist” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [27-32] 
   Highlanders. 
   Due to this ancestry, you can either pre-select “Hunter / Tracker” 
  as your character’s Useful Secondary Skill, or roll randomly. 
  [33-38] 
   Jewel Crafters. 
   Due to this ancestry, you can either pre-select “Jeweler / Gem 
  Cutter” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [39-44] 
   Leatherworkers. 
   Due to this ancestry, you can either pre-select “Leatherworker / 
  Tanner” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [45-50] 
   Miners & Smelters. 
   Due to this ancestry, you can either pre-select “Miner” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [51-56] 
   Rogues & Thieves. 
   Due to this ancestry, you can either pre-select “Gambler” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [57-62] 
   Scavengers. 
   This character gains the skills Improvise Weapon, Repair Armor, 
  and Repair Weapon.  Tasks may take a fair amount of time, 
  depending upon materials and complexity. 
  [63-68] 
   Skirmishers & Slingers. 
   This character always has a +1 to hit and damage with slings and 
  staff slings. 
   However, the character can only be proficient with slings, and no 
  other weapons, at experience level 1.  If the player refuses this 
  penalty, the +1 bonuses are never gained. 
  [69-75] 
   Tinkers. 
  
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   Due to this ancestry, you can either pre-select “Armorer” or 
  “Trader / Barterer” as your character’s Useful Secondary Skill, or 
  roll randomly. 
  [76-81] 
   Totem Priests. 
   If the character is a cleric, or a multi-classed cleric, he gets a 
  permanent +2% bonus to XP gained. 
  [82-87] 
   Traders. 
   Due to this ancestry, you can either pre-select “Trader / Barterer” 
  as your character’s Useful Secondary Skill, or roll randomly. 
  [88-93] 
   Tricksters. 
   The character may opt to gain +1 INT, at the penalty of -1 CHA. 
   If the character is an illusionist, or a multi-classed illusionist, he 
  gets a permanent +2% bonus to XP gained. 
  [94-00] 
   Wanderers & Explorers. 
   Due to this ancestry, you can either pre-select “Navigator / 
  Cartographer” as your character’s Useful Secondary Skill, or roll 
  randomly. 
   
  Demi-human trade selection complete.  You can click the link below to skip these 
  sections and proceed to Useful Secondary Skills. 
   Continue on to Useful Secondary Skills 
   
  ~ 
   
  
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  ~ 
  
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  6 - 1 - 4 
  HALF-ORCISH TRADES 
   
  Half-orcs are crafty, and they tend to band together in youth for mutual survival, so 
  half-orcs will know one of these trades even if they never knew their orcish parent.  
  Someone passed on the skill. 
  Roll 1d100, and refer to the following table. 
  
  [01-05] 
   Assassins. 
   If the character is an assassin, or a multi-classed assassin, he 
  gets a permanent +2% bonus to XP gained. 
  [06-10] 
   Cannibals & Death Chanters. 
   After any battle, if the half-orc is willing to drink the blood of 
  a fallen foe, he can heal his own wounds slightly and regain 
  1 hit point. 
   This assumes that the fallen prey (a) has blood, (b) does not 
  have envenomed blood, and (c) the half-orc is willing to 
  drink. 
   Only 1 hit point per battle can be healed, but the effect can 
  take place any number of times a day. 
   The character suffers a permanent -1 penalty to CHA. 
  [11-16] 
   Delvers of the Deep. 
   This gives the skills Identify Mithril and Identify Adamantite, 
  which means that the PC can identify mithril / admantite ore, 
  crafter weapons and armor, and so forth.  The skills Appraise 
  Mithril Treasure and Appraise Adamantite Treasure can be 
  learned in time. 
  [17-22] 
   Duelists & Gladiators. 
   If the character is a fighter, or a multi-classed fighter, he gets 
  a permanent +2% bonus to XP gained. 
  [23-28] 
   Dwarf Slayers. 
  
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   These half-orcs fight dwarves.  This gives the skill Critical 
  Hits on Dwarves, which — when it succeeds — allows you to 
  inflict maximum damage on a dwarf with your weapon. 
  [29-34] 
   Elf Slayers. 
   Due to this ancestry, you can either pre-select “Bowyer  / 
  Fletcher” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [35-40] 
   Exiles & Wanderers. 
   These characters gain a +2% bonus to XP, but only during 
  game sessions where they engaged in more than one full 
  day’s travel outdoors. 
  [41-46] 
   Headhunters & Witch Doctors. 
   Due to this ancestry, you can either pre-select “Hunter / 
  Tracker” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [47-52] 
   Hunters & Scouts. 
   Due to this ancestry, you can either pre-select “Beast Master,” 
  “Hunter / Tracker” or “Trapper / Furrier” as your character’s 
  Useful Secondary Skill, or roll randomly. 
  [53-58] 
   Laborers & Thralls. 
   Due 
  to 
  this 
  ancestry, 
  you 
  can 
  either 
  pre-select 
  “Leatherworker / Tanner” or “Mason / Builder” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [59-64] 
   Mercenary Soldiers. 
   If the character is an NPC, he gains a permanent +1 (or +10%) 
  bonus to morale. 
   If the character is a PC, he can opt to gain a permanent bonus 
  of +1 CON, at the penalty of -1 INT or CHA. 
  [65-70] 
   Netherworld Explorers. 
   These characters gain a +2% bonus to XP, but only during 
  game sessions where play ends while they are still inside a 
  subterranean dungeon or cave region. 
  [71-76] 
   Poisoners. 
  
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   These characters can brew and extend batches of poison.  
  They cannot make their own poisons, but they can purchase 
  poison and turn 1 dose into 2. 
   This action can only be performed once a day, and only once 
  per purchased dose. 
  [77-82] 
   Rogues & Thieves. 
   Due to this ancestry, you can either pre-select “Gambler” as 
  your character’s Useful Secondary Skill, or roll randomly. 
  [83-88] 
   Skirmishers & Warriors. 
   If the character is a fighter, or a multi-classed fighter, he gets 
  a permanent +2% bonus to XP gained. 
  [89-94] 
   Slavers. 
   These characters gain advantage whenever they are inflicting 
  subdual damage.  For example, if the half-orc is attempting 
  to subdue a dragon, he rolls twice for damage, and keeps the 
  highest result. 
  [95-00] 
   Totemists & Shamans. 
   Due to this ancestry, you can either pre-select “Woodworker” 
  as your character’s Useful Secondary Skill, or roll randomly. 
   If the character is a cleric, or a multi-classed cleric, he gets a 
  permanent +2% bonus to XP gained. 
   
  Demi-human trade selection complete.  You can click the link below to skip these 
  sections and proceed to Useful Secondary Skills. 
   Continue on to Useful Secondary Skills 
   
  ~ 
   
  6 - 1 - 5 
  HALFLING TRADES 
   
  Note that from a power gamer perspective, there are a few “cooler” unique powers 
  hidden in this table that other races do not get.  I did this for flavor, to give the race some 
  
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  respect, and to encourage players to try playing halflings when they might not otherwise.  
  (The race is really fairly underpowered after the first few experience levels, except in 
  regards to thieves.)  However, these abilities are balanced with penalties in several cases. 
  Roll 1d100, and refer to the following table. 
  
  [01-05] 
   Adventurers & Burglars. 
   Due to this ancestry, you can either pre-select “Trapper / Furrier” 
  as your character’s Useful Secondary Skill, or roll randomly. 
   If the character is a thief, or a multi-classed thief, he gets a 
  permanent +2% bonus to XP gained. 
  [06-11] 
   Beast Masters. 
   Due to this ancestry, you can either pre-select “Beast Master” as 
  your character’s Useful Secondary Skill, or roll randomly. 
  [12-16] 
   Bounders & Shire Reeves. 
   The character either gains a permanent +1 bonus to initiative 
  rolls, or a +3 bonus to movement speed. 
   However, due to being ill-fated he also suffers a permanent -1 
  penalty to all non-magical saving throws. 
  [17-21] 
   Cartographers & Explorers. 
   Due to this ancestry, you can either pre-select “Navigator / 
  Cartographer” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [22-26] 
   Druids. 
   Due to this ancestry, you can either pre-select “Woodworker” as 
  your character’s Useful Secondary Skill, or roll randomly. 
   If the character is a druid, or a multi-classed druid, he gets a 
  permanent +2% bonus to XP gained. 
  [27-32] 
   Eccentrics. 
   This character can opt for either a permanent bonus of +1 INT, or 
  +1 WIS. 
   However, he also suffers a permanent penalty of -1 CHA just for 
  being an odd bird with halting speech and wild hand gestures. 
   Due to this ancestry, you can either pre-select “Painter / Artist” 
  as your character’s Useful Secondary Skill, or roll randomly. 
  
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  [33-38] 
   Farmers. 
   Due to this ancestry, you can either pre-select “Farmer / 
  Gardener” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [39-44] 
   Gardeners & Herbalists. 
   Due to this ancestry, you can either pre-select “Farmer / 
  Gardener” or “Forester / Herbalist” as your character’s Useful 
  Secondary Skill, or roll randomly. 
  [45-49] 
   Gypsy Folk & Roma Wanderers. 
   These halflings gain a permanent (player’s or GM’s choice) 
  bonus of (a) +1 DEX and +1 CHA, or (b) +1 to all non-magical 
  saving throws. 
   Simultaneously, they suffer a permanent (player’s or GM’s 
  choice) penalty of -2% to all XP gained, due to a curse placed 
  upon the bloodline centuries ago.  If the character ever dies and 
  is resurrected, the curse is forever lifted from his days.  The CHA 
  bonus is lost at this time, but the DEX bonus forever remains. 
  [50-55] 
   Leatherworkers. 
   Due to this ancestry, you can either pre-select “Leatherworker / 
  Tanner” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [56-61] 
   Lore Masters & Storytellers. 
   The character gains a permanent +1 to INT or WIS (player’s or 
  GM’s choice). 
   Concurrently, he suffers a permanent -1 to STR or CON (player’s 
  or GM’s choice). 
  [62-66] 
   Merchants & Traders. 
   Due to this ancestry, you can either pre-select “Freighter / Pack 
  Handler” or “Trader / Barterer” as your character’s Useful 
  Secondary Skill, or roll randomly. 
  [67-72] 
   Ostlers & Tavern Keepers. 
   As a bit of flavor, this character can buy all food and drink for 
  half price, for life.  Ostlers gotta watch out for each other. 
  
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   The character also gains the skill Appraise Food & Drink 
  Treasures, which helps to determine the value of rare wines, 
  edible spices, and so forth. 
  [73-77] 
   Pipeweed Growers. 
   Due to this ancestry, you can either pre-select “Farmer / 
  Gardener” as your character’s Useful Secondary Skill, or roll 
  randomly. 
  [78-82] 
   River Folk. 
   The character gains a permanent +2 bonus to swimming speed. 
   Due to this ancestry, you can either pre-select “Fisher” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [83-88] 
   Singers & Entertainers. 
   The character gains a permanent +1 (or +10%) bonus to reaction 
  rolls in non-violent situations.  No penalty. 
  [89-94] 
   Smiths. 
   Due to this ancestry, you can either pre-select “Armorer” as your 
  character’s Useful Secondary Skill, or roll randomly. 
  [95-00] 
   Woodcrafters. 
   Due to this ancestry, you can either pre-select “Woodworker” as 
  your character’s Useful Secondary Skill, or roll randomly. 
   
  Demi-human trade selection complete.  You can click the link below to skip these 
  sections and proceed to Useful Secondary Skills. 
   Continue on to Useful Secondary Skills 
   
  ~ 
   
   
  
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  6 - 2 
  USEFUL SECONDARY SKILLS 
   
  Again, old school FRPGs do not typically use ultra-detailed skill systems to determine 
  a character’s abilities.  A few notes pertaining to secondary skills can be found in a First 
  Edition Game Master’s Guide (c. 1979). 
  I personally recommend that these skills be treated in the same way as racial trades 
  esoteric demi-human knowledge; when a player wants his character to perform a basic 
  action related to a secondary skill, use your favorite skill system or the ability check / 
  advantage system which I outlined earlier in this book. 
  The difference with Useful Secondary Skills is that all characters get them, including 
  humans.  These are skills that characters learn in civilian life, prior to the experience level 
  1 (before the beginning of the game).  They also have the worthy side effect of giving you 
  a bit of vague information about your character’s background. 
  Secondary skill effects are always minor, but always useful.  Armorers should be able 
  to repair armorer, barterers might purchase gear at reduced cost (perhaps -10%), painters 
  can appraise the value of artistic treasures, and so forth.  Exact effects are left up to the 
  GM … I can’t really “go there” in this already-humongous book without getting too 
  crunchy, which is not the true purpose of this supplement I’m afraid. 
  These tables provide a slight additional layer of detail to the secondary skill 
  determination process, with the available talents based on a character’s race.  Note that 
  as a counter-balance to their lack of ingrained racial lore, human characters are given the 
  widest possible array of Useful Secondary Skills. 
   
  Racial secondary skill selection.  The options for useful secondary skills are based on 
  a character’s race.  You can click on the appropriate link below to skip through to the 
  next relevant section. 
   Click here for dwarven secondary skills 
   Click here for elven secondary skills 
   Click here for gnomish secondary skills 
   Click here for half-elven secondary skills 
   Click here for half-orcish secondary skills 
   Click here for halfling secondary skills 
   Click here for human (or other race, not listed above) secondary skills 
  
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  ~ 
   
  6 - 2 - 1 
  SKILLS FOR DWARVES 
   
  For each character, roll 1d100 once and refer to the following table. 
  
  [01-05] 
  Armorer 
  [06-20] 
  Fisher 
  [21-25] 
  Freighter / Pack Handler 
  [26-30] 
  Gambler 
  [31-45] 
  Jeweler / Gem Cutter 
  [46-50] 
  Leatherworker / Tanner 
  [51-65] 
  Mason / Builder 
  [66-80] 
  Miner 
  [81-85] 
  Painter / Artist 
  [86-90] 
  Trader / Barterer 
  [91-95] 
  Trapper / Furrier 
  [96-98] 
  Woodworker 
  [99-00] 
  Roll Twice (ignoring further rolls of 99 or 00) 
   
  Secondary skill selection complete.  You can click the link below to skip the additional 
  racial skill sections and proceed to the additional languages section. 
   Continue on to additional language selection 
   
  ~ 
  
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  6 - 2 - 2 
  SKILLS FOR ELVES AND HALF-ELVES 
   
  For each character, roll 1d100 once and refer to the following table. 
  
  [01-05] 
  Armorer 
  [06-20] 
  Beast Master 
  [21-35] 
  Bowyer / Fletcher 
  [36-45] 
  Farmer / Gardener 
  [46-50] 
  Fisher 
  [51-65] 
  Forester / Herbalist 
   
   
   
   
  
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  [66-75] 
  Hunter / Tracker 
  [76-80] 
  Leatherworker / Tanner 
  [81-85] 
  Painter / Artist 
  [86-90] 
  Weaver / Tailor 
  [91-98] 
  Woodworker 
  [99-00] 
  Roll Twice (ignoring further rolls of 99 or 00) 
   
  Secondary skill selection complete.  You can click the link below to skip the additional 
  racial skill sections and proceed to the additional languages section. 
   Continue on to additional language selection 
   
  ~ 
   
  6 - 2 - 3 
  SKILLS FOR GNOMES 
   
  For each character, roll 1d100 once and refer to the following table. 
  
  [01-10] 
  Armorer 
  [11-20] 
  Beast Master 
  [21-30] 
  Farmer / Gardener 
  [31-35] 
  Fisher 
  [36-45] 
  Forester / Herbalist 
  [46-60] 
  Jeweler / Gem Cutter 
  [61-65] 
  Leatherworker / Tanner 
  
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  [66-70] 
  Mason / Builder 
  [71-75] 
  Miner 
  [76-80] 
  Painter / Artist 
  [81-85] 
  Trapper / Furrier 
  [86-90] 
  Weaver / Tailor 
  [91-98] 
  Woodworker 
  [99-00] 
  Roll Twice (ignoring further rolls of 99 or 00) 
   
  Secondary skill selection complete.  You can click the link below to skip the additional 
  racial skill sections and proceed to the additional languages section. 
   Continue on to additional language selection 
   
  ~ 
   
  6 - 2 - 4 
  SKILLS FOR HALF-ORCS 
   
  For each character, roll 1d100 once and refer to the following table. 
  
  [01-15] 
  Bowyer / Fletcher 
  [16-30] 
  Gambler 
  [31-50] 
  Hunter / Tracker 
  [51-60] 
  Leatherworker / Tanner 
  [61-65] 
  Miner 
  [66-90] 
  Trapper / Furrier 
  [91-98] 
  Woodworker 
  
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  [99-00] 
  Roll Twice (ignoring further rolls of 99 or 00) 
   
  Secondary skill selection complete.  You can click the link below to skip the additional 
  racial skill sections and proceed to the additional languages section. 
   Continue on to additional language selection 
   
  ~ 
   
  6 - 2 - 5 
  SKILLS FOR HALFLINGS 
   
  For each character, roll 1d100 once and refer to the following table. 
  
  [01-10] 
  Bowyer / Fletcher 
  [11-25] 
  Farmer / Gardener 
  [26-35] 
  Fisher 
  [36-45] 
  Forester / Herbalist 
  [46-50] 
  Hunter / Tracker 
  [51-60] 
  Leatherworker / Tanner 
  [61-65] 
  Navigator / Cartographer 
  [66-70] 
  Painter / Artist 
  [71-80] 
  Trader / Barterer 
  [81-90] 
  Weaver / Tailor 
  [91-98] 
  Woodworker 
  [99-00] 
  Roll Twice (ignoring further rolls of 99 or 00) 
   
  ~ 
  
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  6 - 2 - 6 
  SKILLS FOR HUMANS 
   
  For each character, roll 1d100 once and refer to the following table. 
  
  [01-05] 
  Armorer 
  [06-09] 
  Beast Master 
  [10-13] 
  Bowyer / Fletcher 
  [14-20] 
  Farmer / Gardener 
  [21-25] 
  Fisher 
  [26-28] 
  Forester / Herbalist 
  [29-33] 
  Freighter / Pack Handler 
  [34-37] 
  Gambler 
  [38-43] 
  Hunter / Tracker 
  [44-45] 
  Jeweler / Gem Cutter 
  [46-50] 
  Leatherworker / Tanner 
  [51-55] 
  Mason / Builder 
  [56-60] 
  Miner 
  [61-63] 
  Navigator / Cartographer 
  [64-67] 
  Painter / Artist 
  [68-73] 
  Sailor 
  [74-76] 
  Shipwright 
  [77-83] 
  Trader / Barterer 
  [84-88] 
  Trapper / Furrier 
  
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  [89-94] 
  Weaver / Tailor 
  [95-98] 
  Woodworker 
  [99-00] 
  Roll Twice (ignoring further rolls of 99 or 00) 
   
  Secondary skill selection complete.  You can click the link below to skip the additional 
  racial skill sections and proceed to the additional languages section. 
   Continue on to additional language selection 
   
  ~ 
   
  6 - 3 
  STEP 14:  RANDOM ADDITIONAL LANGUAGE 
  DETERMINATION 
   
  When a character knows additional languages due to a high Intelligence score (or 
  because of another background factoid, at the GM’s discretion), you can use the following 
  system to determine what they are. 
  Languages are split into common, uncommon, rare and very rare groups based on 
  monster population, and the monster types presented in Castle Oldskull gaming 
  supplement CDDG1. 
  The GM can add any number of additional game-specific languages to these tables 
  desired; just try to keep the distribution of languages roughly even.  For example, instead 
  of having languages in the Common table that have a 9% chance of appearing, and then 
  a new language that has a 1% chance of appearing, move the 1% language down to the 
  Uncommon table instead. 
  To determine the rarity of each language skill, roll on the following table: 
   
  [01-40] 
   Common Language 
   (40% chance) 
   Refer to Table 6 - 3 - 1 
  [41-70] 
   Uncommon Language 
  
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   (30% chance) 
   Refer to Table 6 - 3 – 2 
  [71-90] 
   Rare Language 
   (20% chance) 
   Refer to Table 6 - 3 – 3 
  [91-00] 
   Very Rare Language 
   (10% chance) 
   Refer to Table 6 - 3 - 4 
   
  ~ 
   
  6 - 3 - 1 
  COMMON LANGUAGES 
   
  Game Masters:  Please note that if you have created nationalistic languages for your 
  game world (Cimmerian, Hyperborean, Lycian or whatever), that this table should be 
  redesigned so that results 51-00 indicate character knowledge of a specific realm’s foreign 
  tongue. 
  Roll 1d100 and consult the following table. 
  
  [01-15] 
  Dwarf 
  [16-35] 
  Elf 
  [36-50] 
  Gnome 
  [51-65] 
  Halfling 
  [66-75] 
  Hill Giant 
  [76-85] 
  Ogre 
   
  Additional language selection complete.  If you need to roll more additional 
  languages for this character, you can click the link below to return to the language 
  rarity determination table. 
  
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   Return to the language rarity selection table 
  Otherwise, you can continue on to the next relevant section.  If your character has 
  thieving skills (pick pockets, find / remove traps, etc.) you will want to progress to the 
  Specialized Rogue Talents section.  Otherwise, you will want the Fighting Styles 
  section. 
   Continue on to Specialized Rogue Talents (for characters with thieving skills) 
   Continue on to Fighting Styles (for characters without thieving skills)  
   
  ~ 
   
  6 - 3 - 2 
  UNCOMMON LANGUAGES 
   
  Roll 1d100 and consult the following table. 
  
  [01-15] 
  Black Dragon 
  [06-01] 
  Brass Dragon 
  [11-15] 
  Bugbear 
  [16-20] 
  Fire Giant 
  [21-25] 
  Gargoyle 
  [26-30] 
  Gnole 
  [31-40] 
  Goblin 
  [41-45] 
  Hobgoblin 
  [46-55] 
  Kobold 
  [56-60] 
  Manticore 
  [61-65] 
  Merfolk 
  [66-70] 
  Satyr (can be interpreted, but can only be spoken by elves) 
  
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  [71-75] 
  Stone Giant 
  [76-80] 
  Troll 
  [81-85] 
  Water Naga 
  [86-90] 
  Wererat 
  [91-95] 
  Werewolf 
  [96-00] 
  White Dragon 
   
  Additional language selection complete.  If you need to roll more additional 
  languages for this character, you can click the link below to return to the language 
  rarity determination table. 
   Return to the language rarity selection table 
  Otherwise, you can continue on to the next relevant section.  If your character has 
  thieving skills (pick pockets, find / remove traps, etc.) you will want to progress to the 
  Specialized Rogue Talents section.  Otherwise, you will want the Fighting Styles 
  section. 
   Continue on to Specialized Rogue Talents (for characters with thieving skills) 
   Continue on to Fighting Styles (for characters without thieving skills)  
   
  ~ 
   
   
  
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  ~ 
   
   
  
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  6 - 3 - 3 
  RARE LANGUAGES 
   
  Roll 1d100 and consult the following table. 
  
  [01-02] 
  Amber Behemoth 
  [03-05] 
  Blue Dragon 
  [06-08] 
  Bronze Dragon 
  [09-11] 
  Brownie 
  [12-14] 
  Centaur 
  [15-17] 
  Cloud Giant 
  [18-20] 
  Copper Dragon 
  [21-23] 
  Criosphinx 
  [24-25] 
  Dimensional Hound (can be interpreted, but can only be spoken by 
  elves or gnomes) 
  [26-28] 
  Frost Giant 
  [29-30] 
  Giant Eagle (can be interpreted, but can only be spoken by elves) 
  [31-33] 
  Green Dragon 
  [34-36] 
  Gynosphinx 
  [37-39] 
  Harpy 
  [40-42] 
  Hieracosphinx 
  [43-45] 
  Hippocampus 
  [46-48] 
  Lammasu 
  [49-51] 
  Lizard Man 
  
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  [52-54] 
  Medusa 
  [55-56] 
  Mimic 
  [57-59] 
  Minotaur 
  [60-62] 
  Nixie 
  [63-65] 
  Peryton 
  [66-68] 
  Red Dragon 
  [69-70] 
  Salamander 
  [71-73] 
  Shedu 
  [74-76] 
  Spirit Naga 
  [77-79] 
  Sprite 
  [80-82] 
  Storm Giant 
  [83-84] 
  Tentacle Beast 
  [85-86] 
  Thrall of Cthulhu 
  [87-89] 
  Triton 
  [90-92] 
  Unicorn 
  [93-95] 
  Werebear 
  [96-98] 
  Wereboar 
  [99-00] 
  Worgos (Monstrous Wolf) (can be interpreted, but can only be spoken 
  by dwarves or half-orcs) 
   
  Additional language selection complete.  If you need to roll more additional 
  languages for this character, you can click the link below to return to the language 
  rarity determination table. 
   Return to the language rarity selection table 
  Otherwise, you can continue on to the next relevant section.  If your character has 
  thieving skills (pick pockets, find / remove traps, etc.) you will want to progress to the 
  
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  Specialized Rogue Talents section.  Otherwise, you will want the Fighting Styles 
  section. 
   Continue on to Specialized Rogue Talents (for characters with thieving skills) 
   Continue on to Fighting Styles (for characters without thieving skills)  
   
  ~ 
   
  6 - 3 - 4 
  VERY RARE LANGUAGES 
   
  Roll 1d100 and consult the following table. 
  
  [01-05] 
  Androsphinx 
  [06-09] 
  Carnivorous Ape 
  [10-13] 
  Dragon Turtle 
  [14-18] 
  Dryad (can be interpreted, but can only be spoken by elves) 
  [19-23] 
  Ettin 
  [24-27] 
  Eye of Azathoth 
  [28-32] 
  Genie 
  [33-36] 
  Giant Lynx (can be interpreted, but not spoken) 
  [37-40] 
  Giant Owl (can be interpreted, but not spoken) 
  [41-44] 
  Gold Dragon 
  [45-49] 
  Guardian Naga 
  [50-53] 
  Ice Toad 
  [54-57] 
  Invisible Monster 
  [58-61] 
  Ki-Rin 
  
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  [62-66] 
  Nymph 
  [67-71] 
  Ogre Mage 
  [72-75] 
  Pixie (can be interpreted, but can only be spoken by elves) 
  [76-79] 
  Silver Dragon 
  [80-83] 
  Sylph (can be interpreted, but can only be spoken by elves) 
  [84-88] 
  Titan 
  [89-92] 
  Weretiger 
  [93-95] 
  Winter Wolf (can be interpreted, but can only be spoken by dwarves) 
  [96-97] 
  Xoran (Three-Legged Earth Elemental) 
  [98-00] 
  Exotic Tongue (another very rare language as selected by the GM) 
   
  Additional language selection complete.  If you need to roll more additional 
  languages for this character, you can click the link below to return to the language 
  rarity determination table. 
   Return to the language rarity selection table 
  Otherwise, you can continue on to the next relevant section.  If your character has 
  thieving skills (pick pockets, find / remove traps, etc.) you will want to progress to the 
  Specialized Rogue Talents section.  Otherwise, you will want the Fighting Styles 
  section. 
   Continue on to Specialized Rogue Talents (for characters with thieving skills) 
   Continue on to Fighting Styles (for characters without thieving skills)  
   
  ~ 
   
   
  
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  6 - 4 
  STEP 15:  SPECIALIZED ROGUE TALENTS FOR 
  CHARACTERS WITH THIEVING SKILLS 
   
  Each character with thieving skills — typically assassins, monks and thieves — gains 
  one of the following rare specialized talents at GM’s discretion.  I personally believe that 
  thieving skills are interesting and useful, but are a bit too weak and “orthodox” and could 
  stand a little boost and variety to keep things interesting.  Your mileage may vary. 
  Monks and thieves gain a single specialized talent at level 1 (before the game begins), 
  while assassins gain a single talent when first attaining level 3 (when they first learn 
  thieving skills).  These skills add interest to the game and to each character, and are 
  powerful enough to be useful without being game-breaking.  Please note that all of these 
  talents are non-magical abilities, even if they have spell-like effects. 
  Further, I suggest that thieves — but not monks or assassins — should get an 
  additional roll on this table to acquire a new specialized talent, when they attain 
  experience levels 5 (2nd talent), 9 (3rd talent), 13 (4th talent), 17 (5th talent) and so forth. 
  Some of these abilities are passive, or “always on.”  For skills with a chance of failure, 
  the base success chance — before difficulty modifiers — is 5% per experience level, to a 
  maximum of 95%. 
  Special Aside:  I also recommend that all characters get thieving skills equivalent to a 
  level 1 thief, beginning at experience level 3; and then gain additional skill on every 
  further odd experience level.  So a level 5 fighter is equivalent to a level 2 thief, a level 7 
  fighter is equivalent to a level 3 thief, and so forth.  Dexterity bonuses and penalties, and 
  racial bonuses and penalties, also apply. 
  Non-percentage thief skills such as backstab, however, are never learned; and non-
  thieves never learn the specialized rogue talents in this section. 
  This is my personal solution to the ridiculous notion that only thieves can open locks, 
  find traps, move silently and so forth, while no one else can.  You can come up with your 
  own solution as you see fit. 
  Roll 1d100 and consult the following table. 
  
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  
  [01-07] 
   Agile in Armor. 
   Passive ability.  The thief can wear studded leather, ring mail or 
  even scale mail and still use other thieving abilities (albeit at a -
  10% penalty for Dexterity-based abilities; e.g., hearing noise is 
  not penalized, and neither is finding traps, but hiding in 
  shadows and moving silently and climbing walls are). 
  [08-14] 
   Ambush. 
   Can only be used when monsters are encountered, and the thief 
  is not surprised.  If successful, the thief gains a +3 to the first 
  round’s initiative determination roll. 
  [15-21] 
   Cover Tracks. 
   If successful, equivalent to casting Pass Without Trace. 
  [22-28] 
   Detect Lies. 
   If successful, the thief “casts” a Detect Lie spell.  This ability can 
  be attempted once a day. 
  [29-35] 
   Escape from Bonds. 
   If successful, the thief is able to slip out of any restraints without 
  being noticed by an observer. 
  [36-42] 
   Forgery. 
   If successful, the thief creates a convincing document of seeming 
  importance (letter or marque, gate pass, land deed, etc.).  Most 
  important documents are illuminated / painted with heraldry / 
  sealed with an insignia, and will probably require about 100 gold 
  pieces of materials per attempt. 
   For added fun, the thief always believes that the forgery is 
  successful, even if it is not. 
  [43-49] 
   Holdout. 
   If successful, the thief is capable of bringing a single small item 
  (dagger, key, lock pick, sharpened coin, etc.) into a heavily 
  guarded / forbidden area without causing alarm. 
   Further, the thief is allowed a skill check when being searched, 
  unless completely stripped. 
  [50-56] 
   Perception of Hidden Doors. 
  
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   The thief gains a passive +1 in 6 chance to discover concealed and 
  secret doors.  However, this bonus only applies when the thief is 
  actively searching. 
   It will not allow a thief to walk by a secret door without searching 
  and detect it. 
  [57-63] 
   Poison Resistance. 
   The thief gains a passive +2 bonus to saving throws vs. poison. 
  [64-70] 
   Scrounging. 
   Requires a garbage-filled room, storeroom, trash heap, or 
  something similar. 
   If successful, the thief finds/creates either an improvised weapon 
  or a desired and relatively minor tool. 
   “Minor tools” include such things as candles, torches, waterskins 
  etc.; but not holy water vials, oil flasks, thieves’ tools or similarly 
  valuable gear. 
  [71-77] 
   Shadowing. 
   The thief can track as a ranger of the same level, but only in urban 
  environments. 
  [78-84] 
   Silver Tongue. 
   If successful, the thief tells an utterly convincing lie which cannot 
  be magically detected as an untruth. 
   Blatantly impossible falsehoods, however (such as stating “I am 
  a god”) can never be made convincing in this manner. 
  [85-91] 
   Sprint. 
   If successful, the thief gains a +100% bonus to movement rate for 
  1d3 rounds.  This ability can be attempted up the three times per 
  day. 
  [92-00] 
   Unbeliever’s Luck. 
   The thief gains a passive +1 bonus to saving throws vs. all 
  magical effects. 
   
  Specialized Rogue Talent selection complete.  Proceed to the next section, 
  Determining Fighting Styles (which applies to all characters).  
   
  
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  ~ 
   
  6 - 5 
  STEP 16:  DETERMINING FIGHTING STYLES 
   
  The following weapon proficiency sub-system allows characters to possess a SLIGHT 
  in-game advantage while using certain weapons and shields during combat. 
  The purpose of this system is threefold:  [1] to provide more interesting opportunities 
  for weapon selection and role-play, [2] to cure universal “Long Sword Syndrome” (where 
  a long sword is always the best choice of melee weapon for every character that can wield 
  one), and [3] to overwrite the 1985 “Unearthed” weapon specialization rules, which are 
  in this author’s opinion both ill-conceived and wildly overpowered. 
  This alternate suggested system encourages players to use specific weapons of choice, 
  while keeping all other weapon options reasonably viable.  So if you’re skilled in wielding 
  broad swords and you find a magical axe, the axe is actually a very viable upgrade … but 
  the non-magical broad sword is a pretty good option too. 
  Here’s how it works: 
  For each character, roll once on the appropriate class table for fighting style, to 
  determine that character’s chosen fighting style and weapon preference at experience 
  level 1. 
  The rules for preferred and talented weapons (and shields) are very simple, as follows: 
   If one weapon type is listed in the fighting style table entry (for example, “broad 
  sword”), the character gains both +1 to hit and +1 damage when wielding that 
  weapon. 
   If more than one weapon type is listed in the fighting style table entry (for 
  example, “long sword and knife,”) the character gains +1 damage when wielding 
  that weapon, but does not gain the +1 to hit bonus. 
   If a shield is listed, the character gains an additional +1 armor class bonus when 
  using a shield of any kind.  This means that a non-magical shield will give a +2 
  bonus.  This provides a minor survivability bonus to many characters, with 
  considerable impact at experience level 1 and much less impact later on. 
   You may have noticed that fighting styles were suggested way back in this book, 
  in the character theme section.  If your character theme lists a suggested fighting 
  style (or more than one), you can still roll for a random style on the tables that 
  
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  follow.  Then, after the roll, you can either take the randomly-determined style, or 
  one of the suggested fighting styles from your character theme.  It’s your choice. 
   The GM can add more fighting styles whenever he likes; these examples are just 
  provided to exemplify the archetype flavor already suggested by the First Edition 
  weapon proficiencies, allowed weapons and class options. 
   
  Special Notes and Advice on Weapon Specialization 
  Power Creep Warning:  Please note that it is strongly recommended that no 
  additional benefits ever be granted for specialized weapon use.  Never apply a bonus 
  stronger than +1. 
  If you disagree with this, I (reluctantly) recommend that use the old Unearthed 
  specialization system for single-classed fighters only, not for multi-classed fighters or 
  rangers.  Fighters fight, and that is all that they really specialize in.  That should give them 
  a fair advantage in battle if you feel they still need a further boost. 
  Special Note for Multi-Class Characters:  For these characters, always roll on the 
  most advantageous fighting style table.  Very generally, warriors (fighters, paladins, etc.) 
  have the most beneficial tables, and mages have the least beneficial.  So a fighter / magic-
  user should be rolled on the fighter table instead of the magic-user one. 
  Special Note for All Players:  Because some of these fighting styles are slightly more 
  powerful than others, a player rolling for his own character should be allowed two rolls 
  on the appropriate table.  The most-preferred result is then selected and the other is 
  disregarded. 
  This allows a slight bit of min/maxing while retaining game balance! 
   
  Introduction to fighting styles complete.  Click below to proceed to the fighting style 
  selection table for your character. 
  Please note that these links are not listed alphabetically; they are arranged from “most 
  martial and combative character” (fighter) to “least martial and combative character” 
  (mage / magic-user). 
  If you are designing a multi-classed character, you should click the link closest to the 
  top of the list, for the most advantageous fighting style.  For example, if you are 
  designing a cleric / fighter / magic-user, you should click on the fighter link. 
   [1] Click here for Fighter fighting styles 
   [2] Click here for Paladin fighting styles 
   [3] Click here for Barbarian fighting styles 
  
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   [4] Click here for Ranger fighting styles 
   [5] Click here for Assassin fighting styles 
   [6] Click here for Monk fighting styles 
   [7] Click here for Cleric fighting styles 
   [8] Click here for Bard fighting styles 
   [9] Click here for Druid fighting styles 
   [10] Click here for Thief fighting styles 
   [11] Click here for Illusionist fighting styles 
   [12] Click here for Mage / Magic-User fighting styles 
   
  ~ 
   
  6 - 5 - 1 
  FIGHTING STYLES FOR ASSASSINS 
   
  Roll 1d100 and consult the following table. 
  
  [01-05] 
   Death by Thorn 
   Broad Sword, Javelins and Shield 
  [06-15] 
   Dread Impaler 
   Trident and Shield 
  [16-20] 
   Executioner 
   Battle Axe and Shield 
  [21-25] 
   Gut-Wrencher 
   Spear, Short Sword and Shield 
  [26-35] 
   Infiltrator’s Suite 
   Daggers, Short Bow and Shield 
  [36-45] 
   Merciless Cruelty 
   Long Sword, Long Bow and Shield 
  [46-55] 
   Reaper’s Judgment 
   Pole Arm and Short Bow 
  
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  [56-60] 
   Sacred Headhunter 
   Footman’s Mace and Shield 
  [61-65] 
   Scorpion 
   Two-Handed Sword 
  [66-75] 
   Scorpion and Deliverance 
   Two-Handed Sword and Long Bow 
  [76-80] 
   Skulker’s Ambush 
   Short Sword, Sling and Shield 
  [81-90] 
   Spider’s Kiss 
   Long Sword and Shield 
   
   
  
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  [91-95] 
   Trophy Taker 
   Footman’s Flail and Shield 
  [96-00] 
   Viper’s Sting 
   Short Sword, Daggers and Shield 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
  6 - 5 - 2 
  FIGHTING STYLES FOR BARBARIANS 
   
  Roll 1d100 and consult the following table. 
  
  [01-10] 
   Arms of the Barrens 
   Spear, Knives and Shield 
  [11-19] 
   Badger Paws 
   Hand Axes and Shield 
  [20-28] 
   Bear’s Claw 
   Battle Axe and Shield 
  [29-37] 
   Berserker’s Own 
   Two-Handed Sword 
  [38-46] 
   Blade of the Beast 
   Long Sword and Shield 
  
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  [47-55] 
   Boar Tusks 
   Broad Sword, Javelins and Shield 
  [56-64] 
   Lynx Hunter’s Regalia 
   Two-Handed Sword and Long Bow 
  [65-73] 
   Warhound’s Gear 
   Battle Axe, Throwing Axe and Shield 
  [74-82] 
   Wildcat Arc 
   Short Sword, Sling and Shield 
  [83-91] 
   Wolf Arc 
   Long Sword, Long Bow and Shield 
  [92-00] 
   Wolverine’s Talons 
   Spear, Short Sword and Shield 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
  6 - 5 - 3 
  FIGHTING STYLES FOR BARDS 
   
  Roll 1d100 and consult the following table. 
  Please note that if your Game Master allows your bard to use fighter fighting styles 
  (due to earlier experience levels in the fighter class, implying the character learned a 
  fighting style before ever becoming a bard) you should roll for a fighter fighting style 
  instead. 
  
  
  
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  
  [01-10] 
   Arcs of Grace 
   Darts and Throwing Knives 
  [11-20] 
   Barbed Retorts 
   Javelins and Throwing Knives 
  [21-30] 
   Cruel Dirge 
   Broad Sword and Club 
  [31-40] 
   Desert Threnody 
   Scimitar and Sling 
  [41-50] 
   Drum Chant 
   Club and Daggers 
  [51-60] 
   Elegy of Eld 
   Falchion and Darts 
  [61-70] 
   Instruments of Silence 
   Lasso and Sap 
  [71-80] 
   Lyrist’s Assist 
   Spear and Staff 
  [81-90] 
   Northlander’s Lament 
   Bastard Sword and Knife 
  [91-00] 
   Paean of the Huntsman 
   Short Sword and Lasso 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
  
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  6 - 5 - 4 
  FIGHTING STYLES FOR CLERICS 
   
  Roll 1d100 and consult the following table. 
  
  [01-10] 
   Bishop’s Armsman 
   Footman’s Flail, Throwing Hammers 
  [11-20] 
   Hospitaller of the Chain 
   Footman’s Flail and Shield 
  [21-30] 
   Hospitaller of the Orb 
   Footman’s Mace and Shield 
  [31-40] 
   Peace Seeker 
   Staff 
  [41-50] 
   Poor Goodman 
   Club and Shield 
  [51-60] 
   Priestly Hobilar 
   Horseman’s Flail and Shield 
  [61-70] 
   Priestly Horseman 
   Horseman’s Mace and Shield 
  [71-80] 
   Repeller 
   Hammer and Shield 
  [81-90] 
   Spirit of Wrath 
   Throwing Hammers and Shield 
  [91-00] 
   Wandering Goodman 
   Staff and Shield 
   
  ~ 
   
   
  
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  6 - 5 - 5 
  FIGHTING STYLES FOR DRUIDS 
   
  Roll 1d100 and consult the following table. 
  
  [01-05] 
   Bark and Branch 
   Club and Shield 
  [06-15] 
   Bark and Deeping Thorn 
   Spear and Shield 
  [16-20] 
   Bark and Thorn 
   Dagger and Shield 
  [21-25] 
   Deeping Thorn 
   Spear 
  [26-30] 
   Full and Crescent Moon 
   Scimitar and Shield 
  [31-40] 
   Greatquill 
   Throwing Spears and Shield 
  [41-50] 
   Hailstone 
   Sling and Shield 
  [51-60] 
   Hermit of Redoubt 
   Staff and Shield 
  [61-65] 
   Hermit’s Solace 
   Staff 
  [66-75] 
   Porcupine’s Quills 
   Darts and Shield 
  [76-80] 
   Reaper 
   Scimitar 
  [81-90] 
   Stoutroot 
   Hammer and Shield 
  
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  [91-00] 
   Thunderbolt 
   Throwing Hammers and Shield 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
  6 - 5 - 6 
  FIGHTING STYLES FOR FIGHTERS 
   
   
   
  Roll 1d100 and consult the following table. 
  
  [01-10] 
   Axeman’s Gear 
   Battle Axe, Throwing Axe and Shield 
   
   
   
  
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  [11-15] 
   Captain’s Pride 
   Two-Handed Sword 
  [16-20] 
   Fist of Corynetes 
   Footman’s Mace and Shield 
  
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  [21-30] 
   Gladiator’s Panoply 
   Trident, Short Sword and Shield 
  [31-40] 
   Heavy Footman 
   Long Sword, Long Bow and Shield 
  [31-50] 
   Imperial Regalia 
   Two-Handed Sword and Long Bow 
  [51-55] 
   Lord’s Armsman 
   Pole Arm and Short Bow 
  [56-60] 
   Merciless Cruelty 
   Long Sword, Long Bow and Shield 
  [61-65] 
   Onslaught 
   Footman’s Flail, Spear and Shield 
  [66-75] 
   Skirmisher 
   Broad Sword, Javelins and Shield 
  [76-85] 
   Spartan Regalia 
   Spear, Short Sword and Shield 
  [86-95] 
   Sword and Board 
   Long Sword and Shield 
  [96-00] 
   Tunnel Runner’s Gear 
   Short Sword, Sling and Shield 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
   
  
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  6 - 5 - 7 
  FIGHTING STYLES FOR ILLUSIONISTS 
   
  Roll 1d100 and consult the following table. 
  
  [01-15] 
   Barbs of Mischief 
   Darts 
  [16-30] 
   Barbs of Trickery 
   Throwing Daggers 
  [31-45] 
   The Deceit 
   Dagger 
  [46-60] 
   The Flourish 
   Staff 
  [61-80] 
   Flourish and Mischief 
   Staff and Darts 
  [81-00] 
   Flourish and Trickery 
   Staff and Throwing Daggers 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
   
  
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  6 - 5 - 8 
  FIGHTING STYLES FOR MAGES 
   
  Roll 1d100 and consult the following table. 
  
  [01-15] 
   Caster’s Barbs 
   Darts 
  [16-30] 
   Caster’s Bolts 
   Throwing Daggers 
  [31-45] 
   Caster’s Dirk 
   Dagger 
  [46-65] 
   Solace and Barbs 
   Staff and Darts 
  [66-85] 
   Solace and Bolts 
   Staff and Throwing Daggers 
  [86-00] 
   Wizard’s Solace 
   Staff 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
   
  
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  6 - 5 - 9 
  FIGHTING STYLES FOR MONKS 
   
  Roll 1d100 and consult the following table. 
  
  [01-05] 
   Arcs of Power 
   Daggers and Crossbow 
  [06-10] 
   Extended Palms 
   Clubs 
  [11-20] 
   Inferiors’ Peril 
   Spear and Crossbow 
  [21-30] 
   Iron Fury 
   Throwing Axes 
  [31-40] 
   Iron Will 
   Hand Axes and Crossbow 
  [41-45] 
   Master’s Discipline 
   Bo Sticks 
  [46-55] 
   Master’s Fists 
   Jo Stick and Crossbow 
  [56-60] 
   Others’ Doubts 
   Javelins 
  [61-70] 
   Passive Dominance 
   Pole Arm and Crossbow 
  [71-85] 
   Peace of Mind 
   Staff 
  [86-95] 
   Purity 
   Unarmed 
  [96-00] 
   Strangers’ Bane 
   Pole Arm 
  
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  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  ~ 
   
  6 - 5 - 10 
  FIGHTING STYLES FOR PALADINS 
   
   
   
   
  
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  Roll 1d100 and consult the following table. 
  
  [01-10] 
   Demon Slayer 
   Two-Handed Sword 
  [11-20] 
   Devil Hunter 
   Two-Handed Sword and Long Bow 
  [21-30] 
   Holy Redoubt 
   Footman’s Flail, Dagger and Shield 
  [31-40] 
   Knight Hospitaller 
   Footman’s Mace, Broad Sword and Shield 
  [41-50] 
   Knight of the Hunt 
   Long Sword, Long Bow and Shield 
  [51-60] 
   Knight of the Sword 
   Long Sword and Shield 
  [61-70] 
   Knight Templar 
   Long Sword, Footman’s Mace and Shield 
  [71-80] 
   Lancer Imperious 
   Pole Arm / Lance and Long Bow 
  [81-90] 
   Regal Lancer 
   Long Sword, Spear / Lance and Shield 
  [91-00] 
   Sacred Executioner 
   Battle Axe, Dagger and Shield 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
  
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  ~ 
   
  6 - 5 - 11 
  FIGHTING STYLES FOR RANGERS 
   
   
   
  Roll 1d100 and consult the following table. 
  
  
  
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  
  [01-10] 
   Bear’s Paws 
   Footman’s Mace, Throwing Hammer and Shield 
  [11-20] 
   Borderlander’s Panoply 
   Footman’s Flail, Throwing Daggers and Shield 
  [21-30] 
   Bounder’s Barbs 
   Battle Axe, Spear and Shield 
  [31-40] 
   Dragon’s Bane 
   Two-Handed Sword and Long Bow 
  [41-50] 
   Forest Stalker’s Secrets 
   Long Sword, Darts and Shield 
  [51-60] 
   Giant Killer’s Tools 
   Pole Arm and Long Bow 
  [61-70] 
   Goblin Bane 
   Broad Sword, Javelins and Shield 
  [71-80] 
   Huntsman’s Companions 
   Spear, Short Bow and Shield 
  [81-90] 
   Orc Slayer 
   Trident, Darts and Shield 
  [91-95] 
   Outlander’s Arms 
   Pole Arm and Short Bow 
  [96-00] 
   Royal Huntsman 
   Long Sword, Long Bow and Shield 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
  
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  ~ 
   
  6 - 5 - 12 
  FIGHTING STYLES FOR THIEVES 
   
  Roll 1d100 and consult the following table. 
  
  [01-10] 
   Bare Necessities 
   Club and Dagger 
  [11-25] 
   Crafty Nick 
   Darts and Dagger 
  [26-40] 
   Cruel Retorts 
   Long Sword and Throwing Daggers 
  [41-55] 
   Darting Tongue 
   Short Sword and Darts 
  [56-70] 
   Old Reliable 
   Daggers 
  [71-85] 
   Shadow Strike 
   Sling and Throwing Daggers 
  [86-00] 
   Silver Tongue 
   Broad Sword and Darts 
   
  Fighting Style selection complete.  Click below for a demi-human character, to 
  proceed to the section on Racial Lore. 
   Continue on to Racial Lore for Demi-Humans 
  Otherwise, for a human character (or character of a rare race) you can continue to the 
  Character Background section. 
   Continue on to Character Background 
   
  
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  PART 7: 
  BACKGROUND AND STANDING 
   
  ~ 
   
  7 - 1 
  STEP 17:  RACIAL LORE FOR DEMI-HUMAN 
  CHARACTERS 
   
   (Human characters do not gain the benefits of this section.  They have unlimited 
  experience level advancement to comfort them! ~K) 
  In old school FRPGs, the demi-human races are regarded as mixing with human 
  culture on an individual level, while retaining a higher cultural stance which is distant, 
  insular and possibly even xenophobic.  Adventuring demi-humans are rarer than their 
  home enclave- and clan-dwelling counterparts, who largely keep to themselves. 
  One of the side effects of this phenomenon is that demi-human youths gain significant 
  knowledge of diverse and unusual matters (from a human lore perspective).  This 
  knowledge can certainly prove valuable whenever demi-human adventurers set out to 
  earn their fortune in the larger world. 
  These fields of lore are not quite skills, because they aren’t used in combat or 
  dangerous situations.  Rather, these are areas of esoteric useful knowledge where the 
  Game Master might be able to provide players with hints under the guise of character 
  trivia, remembered tales, know-how and memory. 
  The following tables can be used to determine the primary lore and story preference 
  of a demi-human character’s family, representing the esoteric knowledge which has been 
  passed on to the adventurer. 
  The number of rolls made on the appropriate racial trade table should be determined 
  as follows: 
  
  First, add the character’s Intelligence (INT) and Wisdom (WIS) scores together. 
   If the sum of INT+WIS is less than 18:  Roll once on the appropriate racial clan 
  and family trade table hereafter. 
  
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   If the sum of INT+WIS is between 18 and 24:  Roll twice. 
   If the sum of INT+WIS is between 25 and 32:  Roll three times. 
   If the sum of INT+WIS is 33 or higher:  Roll four times. 
   And if you ever roll an area of racial lore that has already been selected for that 
  character, reroll until the result is something new. 
  If you’re a “soft rules” GM, then racial lore allows you to provide answers to player’s 
  questions in that field whenever you feel it’s appropriate.  If the question is too obscure, 
  the answer may be hinted at, but is not known.  For example, if a character has Dragon 
  Lore, and the character’s player asks you, “Are red dragons known to be found in this 
  region?” then you can answer truthfully.  But if the question is, “What kinds of treasure 
  are kept by the red dragons that might exist in this region?” then the answer is more likely 
  “You have no idea, but you do remember tales from a century ago that told of young red 
  dragons attacking mithril ore caravans in the region.  Those red dragons, if the tales are 
  true, are probably powerful adults by now.” 
  For GMs who require a more solid rule of thumb, consider the following:  Whenever 
  the appropriate subject comes up (dragon lore, mining, knowledge of gems etc.) and the 
  player asks a GM a specific question (“Does my character know if …”), roll 1d20 and 
  compare to either the character’s Intelligence or Wisdom. 
  For an easy question, use the highest of these two ability scores; for a difficult 
  question, use the lowest.  If the roll is equal to or less than the character’s ability score, 
  answer the player’s question both truthfully and in a limited fashion.  If the roll is higher, 
  tell the player that their character is not certain of the answer, but provide a vague hint if 
  you like.  The hint should probably not be a lie … unless your players are abusing this 
  minor power by asking far too many questions! 
   
  Racial Lore introduction complete.  Click below to select the Racial Lore appropriate 
  to your character’s race. 
   Click here for Dwarven Racial Lore 
   Click here for Elven Racial Lore 
   Click here for Gnomish Racial Lore 
   Click here for Half-Elven Racial Lore 
   Click here for Half-Orcish Racial Lore 
   Click here for Halfling Racial Lore 
   
   
   
  
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  7 - 1 - 1 
  DWARVEN RACIAL LORE 
   
  For each roll of 1d100, consult the following table: 
  
  [01-12] 
  Artifacts and Relics 
  [13-24] 
  Dragons 
  [25-37] 
  Dwarf History 
  [38-49] 
  Humanoid Wars 
  [50-61] 
  Legendary Gems 
  [62-74] 
  Mithril and Adamantite 
  [75-87] 
  Mountains and Hills 
  [88-00] 
  Runes and Sigils 
   
  Racial Lore selection complete.  Click on the link below to continue to the Character 
  Background section. 
   Character Background 
   
  ~ 
   
  7 - 1 - 2 
  ELVEN AND HALF-ELVEN RACIAL LORE 
   
  Please note that half-elves gain racial lore, unless they were raised entirely out of the 
  influence of their elven parent. 
  For each roll of 1d100, consult the following table: 
  
  
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  [01-12] 
  Artifacts and Relics 
  [13-24] 
  Dragons 
  [25-37] 
  Elf History 
  [38-50] 
  Forests & Waterways 
  [51-63] 
  Healing Herbs 
  [64-75] 
  Legendary Magic Items 
  [76-88] 
  Spell Reagents 
  [89-00] 
  Wines and Luxuries 
   
  Racial Lore selection complete.  Click on the link below to continue to the Character 
  Background section. 
   Character Background 
   
  ~ 
   
  7 - 1 - 3 
  GNOMISH RACIAL LORE 
   
  For each roll of 1d100, consult the following table: 
  
  [01-12] 
  Beast Lore 
  [13-25] 
  Folkloric Medicine 
  [26-38] 
  Forests & Waterways 
  [39-51] 
  Gnome History 
  [52-63] 
  Legendary Gems 
  [64-75] 
  Mithril and Adamantite 
  
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  [76-87] 
  Mountains and Hills 
  [88-00] 
  Songs and Riddles 
   
  Racial Lore selection complete.  Click on the link below to continue to the Character 
  Background section. 
   Character Background 
   
  ~ 
   
  7 - 1 - 4 
  HALF-ORC RACIAL LORE 
   
  Half-orcs are crafty, and they tend to band together in youth for mutual survival, so 
  half-orcs will know one of these areas of lore even if they never knew their orcish parent.  
  Someone passed on the racial lore. 
  For each roll of 1d100, consult the following table: 
  
  [01-12] 
  Exotic Weapons 
  [13-25] 
  Humanoid Wars 
  [26-38] 
  Monster Lore 
  [39-50] 
  Poisons 
  [51-63] 
  Survivalism 
  [64-75] 
  Swamps 
  [76-87] 
  Tribal Runes and Symbols 
  [88-00] 
  Wastelands 
   
  
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  Racial Lore selection complete.  Click on the link below to continue to the Character 
  Background section. 
   Character Background 
   
  ~ 
   
  7 - 1 - 5 
  HALFLING RACIAL LORE 
   
  For each roll of 1d100, consult the following table: 
  
  [01-12] 
  Arts & Handicrafts 
  [13-25] 
  Brewing & Fermentation 
  [26-37] 
  Fireworks and Incendiaries 
  [38-50] 
  Foodstuffs & Ingredients 
  [51-63] 
  Halfling History 
  [64-75] 
  Legendary Magic Items 
  [76-87] 
  Pipeweed 
  [88-00] 
  Songs and Riddles 
   
  Racial Lore selection complete.  Click on the link below to continue to the Character 
  Background section. 
   Character Background 
   
  ~ 
   
   
  
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  7 - 2 
  STEP 18:  DETERMINING CHARACTER BACKGROUND 
   
  Generally speaking, a character’s background is a “hook” which gives the character a 
  thematic history in the briefest terms possible.  These nebulous descriptions can be turned 
  into an historical detail profile as desired (or not). 
  If you already have a better idea, you can ignore this question.  But if you don’t have 
  a clue, this section can be a godsend! 
  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. 
  Roll 1d100 for each character to determine background rarity, and then roll on the 
  rarity table which follows: 
   
  [01-40] 
  Common Background 
   Click here to proceed to the Common Background table 
  [41-70] 
  Uncommon Background 
   Click here to proceed to the Uncommon Background table 
  [71-90] 
  Rare Background 
   Click here to proceed to the Rare Backgbround table 
  [91-00] 
  Very Rare Background 
   Click here to proceed to the Very Rare Background table 
   
  ~ 
   
   
  
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  7 - 2 - 1 
  COMMON CHARACTER BACKGROUNDS 
   
  For each roll of 1d100, consult the following table: 
  
  [01-08] 
  Abandoned by Father 
  [09-16] 
  Abandoned by Mother 
  [17-24] 
  Apprentice / Journeyman 
  [25-36] 
  Bastard 
  [37-44] 
  Father Slain 
   
   
   
   
  
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  [45-52] 
  Foreigner 
  [53-60] 
  Grew Up in a Large Family 
  [61-68] 
  Grew Up in a Small Family 
  [69-76] 
  Mother Slain 
  [77-84] 
  Only Child 
  [85-92] 
  Orphan 
  [93-00] 
  Peregrine / Pilgrim 
   
  Character background selection complete.  Click on the link below to continue to the 
  Consideration of Famous Historical Ancestors section. 
   Consideration of Famous Historical Ancestors 
   
  ~ 
   
  7 - 2 - 2 
  UNCOMMON CHARACTER BACKGROUNDS 
   
  For each roll of 1d100, consult the following table: 
  
  [01-06] 
  Abandoned by Both Parents 
  [07-12] 
  Abused / Tortured 
  [13-18] 
  Adopted 
  [19-24] 
  Almost Died 
  [25-30] 
  Born of Slaves 
  [31-36] 
  Both Parents Slain 
  
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  [37-42] 
  Criminal 
  [43-48] 
  Deep Dark Secret 
  [49-55] 
  Exile / Forsaken 
  [56-62] 
  Falsely Accused or Imprisoned 
  [63-68] 
  Freed Criminal 
  [69-74] 
  Freed Slave 
  [75-80] 
  Grew Up with Another Race 
  [81-87] 
  Nomadic / Tribe-Born 
  [88-94] 
  Outcast / Exile 
  [95-00] 
  Raised on the Streets 
   
  Character background selection complete.  Click on the link below to continue to the 
  Consideration of Famous Historical Ancestors section. 
   Consideration of Famous Historical Ancestors 
   
  ~ 
   
  7 - 2 - 3 
  RARE CHARACTER BACKGROUNDS 
   
  For each roll of 1d100, consult the following table: 
  
  [01-05] 
  Accidental Killer 
  [06-10] 
  Born at Sea 
  [11-15] 
  Born Underground 
  [16-20] 
  Deserter / Lost 
  
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  [21-25] 
  Escaped Slave 
  [26-30] 
  Fallen Clergy / Noble 
  [31-35] 
  Haunted 
  [36-40] 
  Heretic / Unbeliever 
  [41-45] 
  Hunted / Pursued 
  [46-50] 
  Insane (or Perceived as Insane) 
  [51-55] 
  Left for Dead 
  [56-60] 
  Lycanthrope (or Survived Lycanthrope Attack; GMs choice for game 
  balance) 
  [61-65] 
  Member of Secret Society 
  [66-70] 
  Raised in a Convent / Monastery 
  [71-75] 
  Raised in a Special Skill Setting (add an additional Secondary Skill) 
  [76-80] 
  Raised in the Wild 
  [81-85] 
  Recovered Alcoholic / Addict 
  [86-90] 
  Recovered Plague Victim 
  [91-95] 
  Tortured and Branded 
  [96-00] 
  Witnessed Disaster 
   
  Character background selection complete.  Click on the link below to continue to the 
  Consideration of Famous Historical Ancestors section. 
   Consideration of Famous Historical Ancestors 
   
  ~ 
   
   
  
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  7 - 2 - 4 
  VERY RARE CHARACTER BACKGROUNDS 
   
  For each roll of 1d100, consult the following table: 
  
  [01-05] 
  Amnesiac / Enchanted (Unknown Background) 
  [06-10] 
  Born in Another World 
  [11-15] 
  Born of Royalty 
  [16-20] 
  Born on Another Plane 
  [21-25] 
  Cursed 
   
   
   
   
  
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  [26-30] 
  Deposed Ruler 
  [31-35] 
  Doppelganger / Face Dancer (details up to GM for game balance 
  reasons) 
  [36-40] 
  Faerie Changeling 
  [41-45] 
  Feral Child / Raised by Beasts 
  [46-55] 
  Last of His / Her Kind 
  [56-60] 
  Of Demonic Blood 
  [61-65] 
  Of Diabolic Blood 
  [66-70] 
  Of Vampiric Blood (details up to GM for game balance reasons) 
  [71-75] 
  Reincarnated Hero (will not affect personal alignment) 
  [76-80] 
  Reincarnated Villain (will not affect personal alignment) 
  [81-90] 
  Sibling is Arch-Enemy 
  [91-95] 
  Spy 
  [96-00] 
  Time Traveler 
   
  Character background selection complete.  Click on the link below to continue to the 
  Consideration of Famous Historical Ancestors section. 
   Consideration of Famous Historical Ancestors 
   
  ~ 
   
   
  
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  7 - 3 
  STEP 19:  CONSIDERATION OF FAMOUS HISTORICAL 
  ANCESTORS 
   
  This is a fun and unexpected piece of role-playing opportunity which you can give to 
  each of your characters:  Whose shadow is your character living in?  Who exactly is the 
  family hero, crazy uncle, or shameful betrayer? 
  I recommend rolling once on the table below for every character.  If you (as the player 
  or GM) want to know more about the famous ancestor, you can use the name and 
  personality systems to give the mystery person some interesting eccentricities … which 
  may have been passed down! 
  If you would like to randomly determine the ancestor’s gender, you can simply decide 
  that [01-50] indicates a male and [51-00] a female.  Additional details, such as epithet, 
  alignment and so forth can be created at random if you feel that the ancestor will have a 
  strong bearing upon the current character’s fate. 
  For game balance reasons, the GM might restrict some of the more wild implications 
  of heroic traits being passed down the bloodline.  Or, any advantages can be tempered 
  by the fact that villains are determined to hunt down ever last descendant and so-and-so, 
  to the ends of the earth … 
  Roll 1d100 once and consult the following table: 
  
  [01-75] 
   No famous historical ancestor. 
  [76] 
   Alchemist. 
   Family has an interest in brewing, gathering herbs, creating 
  poisons, experimentation, etc. 
   
   
   
  
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  [77] 
   Assassin. 
   If descendant character is evil, family follows in the ancestor’s 
  footsteps; if neutral or good, family is known for disguise, 
  impressions, spying, infiltration, etc. 
  [78] 
   Bard. 
   Family has an interest in storytelling, jokes, tall tales, 
  camaraderie, wandering, drinking songs, etc. 
  
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  [79-80] 
   Cleric. 
   Family is very pious and reverent toward a particular god or 
  demigod; if evil, family worships an arch-devil or demon lord. 
  [81] 
   Druid. 
   Family has a worshipful love of nature, the wilderness, animals, 
  exploring, etc. 
  [82-86] 
   Fighter. 
   Family has an aggressive interest in fighting, dueling, brawling, 
  contests, wrestling, etc. 
  [87] 
   Illusionist. 
   Family has an interest in practical jokes, imaginary landscapes, 
  sleight of hand, juggling, the Dreamlands, etc. 
  [88-89] 
   Magic-User. 
   Family has a scholarly interest in magic, spells, scrolls, magical 
  effects of monsters, etc. 
  [90] 
   Monk. 
   Family cultivates a belief in mind over matter, psychic powers, 
  self-sufficiency, austere living without dependence on objects, 
  etc. 
  [91-94] 
   Noble. 
   Family puts on airs and is obsessed with manners, clothing, 
  heraldry, family lineages, etc.  May have certain reaction bonuses 
  and penalties in regards to other noble houses in the campaign. 
  [95] 
   Paladin. 
   If good, family is part of a knightly order; if evil, family has fallen 
  from grace and despises the ancestor for hardship. 
  [96] 
   Ranger. 
   Family prefers staying away from cities, wilderness exploration, 
  hunting, tracking, trapping, beast taming, etc. 
  [97] 
   Sage. 
   Family has an obsessive interest in lore, mysteries, history, 
  riddles, legends, myths, puzzles, etc. 
  
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   If human, the player or GM can roll on any of the racial lore tables 
  in this book (dwarven, elven, etc.); only one roll is made. 
   
   
   
   
  
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  [98-99] 
   Thief. 
   Family has a colorful reputation for stealth, deception, gambling, 
  mischief, breaking and entering, permanent borrowing, etc. 
  [00] 
   Two or More Noteworthy Personages 
   Roll twice. 
   
  Famous Historical Ancestors section complete.  The next relevant section depends 
  on the type of character you are designing. 
   Click here if you are creating a Bard 
   Click here if you are creating a Druid 
   Click here if you are creating an Illusionist 
   Click here if you are creating a Mage / Magic-User 
   For all other character classes, click here to proceed to the Social Standing 
  section 
   
  ~ 
   
  7 - 4 
  STEP 20:  BARDIC TRICKERY AND SIDESHOWS 
   
   (This section is usually only for bards, but may also apply for some rare character 
  themes which incorporate “show business,” e.g. charlatan or mountebank.) 
  The following bit of flair is recommended for bards and other characters that have a 
  roguish aspect, such as duelists, chaotic wanderers, or multi-classed thieves.  Every 
  bardic character has a knack for not just chanting and playing instruments, but also for a 
  specific type of entertainment. 
  These notes probably do not give any in-game benefits, but the GM is strongly 
  encouraged to incorporate these details for future adventure hooks, NPC contacts, 
  descriptions of bardic activity during healing and downtime, and so forth.  It’s all for 
  color. 
  Roll 1d100 once on the table below to find out what the character’s “show” is all about. 
   
  
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  [01-05] 
  Acrobat / Tumbler 
  [06-10] 
  Actor / Impersonator 
  [11-15] 
  Bawdy Jokester 
  [16-20] 
  Bear Wrestler / Badger Baiter 
  [21-25] 
  Courtesan / Courtly Charmer 
  [26-30] 
  Dancer 
   
   
   
  [31-35] 
  Fire Eater 
  [36-40] 
  Jester 
  [41-45] 
  Juggler / Knife Thrower 
  
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  [46-50] 
  Masker / Mummer 
  [51-55] 
  Minstrel / Troubadour 
  [56-60] 
  Musician / Harper 
  [61-65] 
  Piper / Satyricon Actor 
  [66-70] 
  Poet / Chanter 
  [71-75] 
  Prestidigitator / Stage Magician 
  [76-80] 
  Puppeteer / Toy Maker 
  [81-85] 
  Riddle Master / Puzzle Maker 
  [86-90] 
  Singer 
  [91-95] 
  Stilt Walker / Tightrope Walker 
  [96-00] 
  Storyteller 
   
  Bardic Trickery section complete.  The next relevant section depends on the type of 
  character you are designing. 
   Click here to proceed to the Social Standing section 
   
  ~ 
   
  7 - 5 
  STEP 21:  DRUID SPIRIT COMPANIONS 
   
   (This section is usually only for druids, but at the GM’s discretion it may apply to 
  other sylvan or wilderness-based characters if the character is weak and needs a boost; 
  for example, if the character has a low CON score or low hit points.)
  Players of low-level druid characters may want a spirit companion, an animal which 
  is possessed of unusual empathy, cleverness, bravery and loyalty.  The following 
  (relatively minor) companions are recommended: 
   
  
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  [01-14] 
  Falcon 
  [15-28] 
  Guard Dog 
  [29-42] 
  Hawk 
  [43-56] 
  Hunting Dog 
  [57-71] 
  Palfrey 
  [72-86] 
  Pony 
  [87-00] 
  Wild Dog 
   
  There are many other animals possible (such as bears, great cats and even boars), but 
  this system is based on giving a minor power boost to a level 1 character while avoiding 
  animals that are too weak to be useful in wilderness adventures.  Higher-level NPCs may 
  have stronger companions, however. 
  Whether a spirit companion will accompany a druid into the dungeon is a question 
  for the GM to decide. 
  Recommended names for spirit companions include:  Barktooth, Blackroot, Fenclaw, 
  Goodberry, Greysedge, Oakheart, Ownshadow, Rowan, Sage, Stonefang, Swiftwind, 
  Thorn, and Willow. 
  Please see also the section a little bit hereafter for details on the recommended powers 
  of spirit companions. 
   
  Druidic Spirit Companion section complete.  Click on the link below to determine 
  your companion’s powers. 
   Powers of Familiars and Spirit Companions 
   
  ~ 
   
   
  
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  7 - 6 
  STEP 22:  FAMILIARS FOR ILLUSIONISTS AND MAGES 
   
   
   
   (This section is only for illusionists and mages.) 
  Players of low-level illusionist and mage characters may want a magical familiar, a 
  reincarnated sprit guide made manifest in an animal’s flesh.  The following familiars are 
  recommended for level 1 characters of zero XP: 
   
  
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  [01-05] 
  Bat 
  [06-10] 
  Cat 
  [11-15] 
  Crow 
  [16-20] 
  Dog 
  [21-25] 
  Falcon 
  [26-30] 
  Frog 
  [31-35] 
  Hawk 
  [36-40] 
  Lizard 
  [41-45] 
  Monkey 
  [46-50] 
  Mouse 
  [51-55] 
  Owl 
  [56-60] 
  Rabbit 
  [61-65] 
  Rat 
  [66-75] 
  Raven 
  [76-80] 
  Snake 
  [81-85] 
  Tarantula 
  [86-90] 
  Toad 
  [91-95] 
  Weasel 
  [96-98] 
  Unusual Animal (of minor power; be creative) 
  [99-00] 
  Enchanted Familiar (Abyssal Imp, Dracunculus, Homunculus or 
  Infernal Imp, depending on alignment) 
   
  Unlike druidic spirit companions, familiars will follow a mage anywhere.  
  Alternately, they can be commanded to stay and hide in or near the mage’s home (for 
  safety’s sake) and they will do so.  They eat and drink, but only out of habit for their 
  former natural incarnations; they do not require sustenance. 
  
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  Even better, they never need sleep and can hide and serve “watch” as well.  A familiar 
  will not attack unless commanded to do so by its master.  Some animals have no effective 
  attack, but would still bite, run up someone’s leg, obscure their vision, etc.  They have 
  fearless morale, and attack until slain (or until the mage commands that they stop and /or 
  flee and hide). 
  Recommended names for familiars include:  Brownae, Ezekiel, Flibbertigibbet, 
  Goodfellow, Greedygut, Greymalkin, Grizzle, Jenkin, Jezebel, Oberon, Peck, Poppet, 
  Pyewacket, Sackle, Thom, Tibble and Titania.  A (very fun) research project into real-
  world witchcraft, and superstitions about witches, will turn up even more entertaining 
  names for you to use. 
  Also unlike druidic spirit companions, familiars are not just friendly animals.  They 
  are necromantic incarnations, whose souls become inextricably linked with the souls of 
  their masters.  For this reason, a familiar’s death can be very perilous to the master.  When 
  a familiar dies, the master suffers either 10 points of damage (if such an amount would 
  not be fatal), or — if this would cause instant death or unconsciousness — is reduced to 
  1 hit point.  The aggrieved master will also suffer bad luck, which can be interpreted as a 
  -2 penalty to all saving throws, until the next full moon. 
  Lost familiars can be replaced by a new familiar, if desired; all that is required is a 
  Find Familiar spell (at any time) or a night-long ritual of sleepless vigil and graveyard 
  dancing under the full moon.  If a new familiar is summoned in this way, roll again on 
  the random table to determine the shape the new familiar will take.  Familiars completely 
  disregard the climate and terrain preferred by “normal” animals; finding a tarantula 
  familiar in the arctic during a blizzard is by no means impossible. 
  As a character grows in levels and power, a familiar may become less of an advantage 
  and more of a burden.  To alleviate this, I personally rule that under the new moon, any 
  master can release his familiar (simply by saying “Begone, good (name), I release thee”), 
  which causes the animal body to die and the familiar’s soul to soar free.  This ritual of 
  banishment requires an hour of careful meditation to prepare — you cannot relinquish a 
  familiar during combat, for example! 
  To counterbalance the vulnerability caused by familiars, roll twice on the following 
  table of powers.  (Please note that druidic spirit companions will have a power as well, 
  but only a single roll is allowed.)  These powers are conveyed directly to the master, as 
  long as the master is within 120’, even through solid stone and even if the familiar is in 
  hiding. 
   
  
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  Familiar section complete.  Click on the link below to determine your familiar’s 
  powers. 
   Powers of Familiars and Spirit Companions 
   
  ~ 
   
  7 - 7 
  POWERS OF FAMILIARS AND SPIRIT COMPANIONS 
   
  Roll once on this table for spirit companions, or twice for familiars. 
   
  [01-10] 
   Blood’s Grace. 
   The first blow that would reduce you to less than 1 hit point 
  reduces you to 1 hit point instead.  This power can only take 
  place once every 24 hours at most. 
  [11-19] 
   Creeping Shadow. 
   +20% to move silently if you have thieving skills (i.e., if the 
  character is a multi-classed character along with the assassin or 
  thief class; +10% to move silently otherwise 
  [20-28] 
   Evil Eye. 
   Enemies afflicted by your spells have -1 to their saving throws. 
   Please note that this power is only available for familiars, not for 
  spirit companions (reroll). 
  [29-37] 
   Good Luck. 
   +1 to all saving throws. 
  [38-46] 
   Guardian Spirit. 
   Reroll any one die roll, once per game session, but forced to keep 
  the new result even if it is worse. 
  [47-55] 
   Guile. 
   +10% to all reaction rolls. 
  [56-64] 
   Primordial Insight. 
  
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   +5% to all experience gained while the familiar is in range. 
  [65-73] 
   Sixth Sense. 
   Half normal chance to be surprised. 
  [74-82] 
   Soul Link. 
   +1 Constitution while the familiar is in range. 
  [83-91] 
   Spirit Link. 
   +1 Intelligence while the familiar is in range, but 2% chance of 
  spell failure per spell (when the familiar’s mind momentarily 
  overtakes the caster’s own). 
  [92-00] 
   Swiftfoot. 
   +20’ movement rate. 
   
  Familiar and Spirit Companion power consideration section complete.  Continue 
  on to the next section to determine your character’s Social Standing. 
   
  ~ 
   
  7 - 8 
  STEP 23:  DETERMINING SOCIAL STANDING 
   
  Social Standing is a general indicator of a character’s position in society.  It is always 
  of interest in regards to role-playing, and it becomes an especially crucial consideration 
  during urban adventures.  From a pragmatic standpoint, social standing is also important 
  because it determines a character’s starting wealth. 
  You want your players’ actions to change their personal social standing all the time.  
  And not always for the better!  This, and the fact that each PC will have a different and 
  unique social level, is going to make the players invested in the urban and city state 
  aspects of your campaign. 
  This is the social standing system which I use; you can certainly develop your own if 
  you disagree on any of the particulars.  This system embraces all alignments, and races, 
  and all classes.  Even criminals and murderers have “ranks” of relative disfavor.  One’s 
  worth is measured by a complex admixture of bloodline, birthright, profession, rank, 
  respect, authority, and personal ambition. 
  
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  Further, there is one old school concept that your players are going to figure out right 
  off the bat:  social ranks are not fair.  There’s prejudice against some classes, and 
  favoritism toward others.  Players may howl that this is unfair. The GM’s reply should 
  be, “It certainly is, and that’s the point.” 
  Social standings are entirely separate from character “builds” and the perceived 
  power levels of various races and classes.  After playing with social standing for a while, 
  the players may realize that one of their more silent, less involved, or more eccentric 
  buddies is actually “the leader” in regards to urban and social / noble-driven adventures, 
  based on his or her PC’s initial social standing.  And that is good … you probably don’t 
  want a single player dominating all of the play sessions.  If the party has a different 
  dungeon leader, a different wilderness leader, and a different urban leader, that’s 
  probably an excellent thing. 
  These social levels originate in Gary Gygax’s original writings, particularly as 
  featured in 1985’s release Unearthed Arcana.  I have taken the system much farther than 
  his outline, and have reduced the racial component, but the basics remain the same.  
  Society frowns upon knaves, and celebrates the knights, because that’s the way things 
  work in the world swords and sorcery.  Priests are respected, even if evil, because they 
  are chosen and invested with power by the gods.  Mages are respected too, even if they 
  are empowered by dark forces, because they are personal manifestations of the will of the 
  arcane.  And in all circumstances, a level 1 paladin (the incarnation of a revered feudal 
  bloodline) is going to be considerably more respected than a level 1 barbarian.  But then 
  again, the paladin probably has to worry about assassination attempts and rivalries 
  between knightly orders, while the barbarian can come and go as he pleases. 
  If any players are still a bit uppity as a result of this unfair revelation, the GM should 
  simply explain to them that some character classes are more highly regarded by the 
  commoners than others are.  The stereotypes are reinforced by personal experience.  Ask 
  them this:  When you need to sit on the city bus for an hour and there’s only two open 
  seats left, would you rather sit by the polite and charming gentleman, or the stinky and 
  aggressive homeless person?  Alrighty then. 
  The GM can further note and explain that an individual’s social standing will increase 
  based on his personal (mis)deeds, generosity, intelligence, and the favors granted to him 
  or her by the grateful powers who are aided (quest-giving Hierarchs, Exarchs, guild 
  masters, knight captains, gladiatorial clan masters, and so forth).  Some players may 
  strive for fame, while others strive for infamy.  Either extreme could yield some 
  tremendous role-playing experiences for that person, and for the group.  And the GM can 
  quickly motivate power-seeking players to one-up one another in the influence game, 
  too.  This will lead to some surprising rivalries, make-up sessions, compromises, changes 
  in lead, and so forth. 
  
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  All of this is good:  This is a crucial feature of the game that is rarely addressed in the 
  modern edition.  Further, this is a special and unusual form of progression that is unique 
  to the city state, noble realms, and urban environments.  The dungeon and the wilderness 
  cannot provide this experience! 
  My own campaign has a lot more detail than what I am going to provide, but I did 
  not want to overwhelm you.  Basically, there are 100 “ranks” of social standing, or 
  peerage.  Each character (PC or NPC) is “born” at a specific rank, as listed in the tables 
  hereafter.  Personal good deeds improve this rank, and personal bad deeds worsen it.  
  Good or bad deeds performed by the party may provide all PCs with a blanket reward 
  or punishment (+3, -2, or whatever).  The magnitude of the deed affects the magnitude of 
  the fall / climb, with minor matters being a +/- 1 and major matters (murder of an 
  innocent, saving the life of someone important) being a +/- 5.  And importantly, events 
  which occur outside of the public eye — whether good or bad — do not affect social 
  standing! 
  The rank “100th” is the worst, and the rank “1st” is the best.  No PC can ever reach 
  “4th” without becoming an Exarch of a city state, and no PC can ever exceed “2nd” 
  without overthrowing and becoming the Overlord of a city state.  Ranks above 1st 
  (Overlord) are not dealt with here, because they strictly apply to the rules of kingdoms.  
  If the players and the GM want to go there, that’s fine; you’ll find my detailed advice on 
  noble types, ranks, levels, influence, titles, and realm size in supplement GWG1, Game 
  World Generator. 
  The starting social standing ratings for PCs of level 1 — race, alignment, and Charisma 
  notwithstanding, until personal deeds are observed — are as follows: 
   (Lowest) Assassins:  105th (click here to jump to that section) 
   Thieves:  103rd (click here to jump to that section) 
   Barbarians:  95th (click here to jump to that section) 
   Bards:  89th (click here to jump to that section) 
   Fighters:  80th (click here to jump to that section) 
   Druids:  77th (click here to jump to that section) 
   Rangers:  76th (click here to jump to that section) 
   Mages:  69th (click here to jump to that section) 
   Monks:  61st (click here to jump to that section) 
   Clerics:  57th (click here to jump to that section) 
   (Highest) Paladins:  45th (click here to jump to that section) 
   (Note for the Overwhelmed:  If you’re only interested in establishing the 
  beginning social standing of a new level 1 PC, you can click on the links above to 
  bypass the full description of Social Ranks if you like!) 
   
  
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  The Detailed Social Ranks 
  My fully detailed social rank system for the Castle Oldskull campaign — made very 
  intricate to allow for multiple campaigns over decades of play, with lots of progression 
  and PC social climbing — follows hereafter, detailing the social castes of “normal” people 
  (NPCs and non-social climbing individuals) in the known world. 
  In the game, PCs can gain or lose influence ranks based on their adventures, actions, 
  generosity, infamy, and the choices of the Game Master.  You can use the “Average NPC 
  of Level …” entries I provide here, by class and level, to see if you’re giving out too much 
  or too little reward for a character played by a player of average skill, hard work and 
  ambition.  But there’s nothing stopping a super-skilled player from getting a PC up to 
  experience level 25 or higher, and trying to establish a legitimate kingdom! 
   
  THE UNDER-CASTE: 
  THE EXILED, CRIMINAL, AND NEFARIOUS 
  The Accursed and the Hunted 
   
  Relative 
  Peerage 
  Example Personages 
  117 
   Unforgivable Blood Nemeses of the World’s Realms 
  116 
   Arch-Enemies and Arch-Villains of the World’s Realms 
  115 
   Enemies of the World’s Realms (vile assassins of rightful kings, 
  tyrannical pretenders, etc.) 
  114 
   Infamous Criminals 
   Mass Murderers 
  113 
   Notorious Criminals 
   Murderers (professional assassin characters, however, have a 
  different standing, beginning at the 88th rank) 
  
  
  
  
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  
  
  
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  
  112 
   Career Criminals 
   Man Slaughterers 
   Violent Criminals 
  111 
   Habitual Criminals 
   Rebellious Slaves 
  110 
   Diseased Slaves 
   Petty Criminals 
  
  
  CASTE I: 
  LOWER LOWER CLASS (LLC) 
  Slaves, Peasantry, and Untouchables 
   
  Relative 
  Peerage 
  Example Personages 
  109 
   Disgraced Slaves 
   Weak Slaves 
  108 
   Unproven Slaves 
  107 
   Diseased Beggars 
   Slaves (majority) 
  106 
   Worthy Slaves (well-behaved, of long repute, etc. 
  105 
   Assassins of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  104 
   Esteemed Slaves (e.g., those with artistic talents) 
   Honored Slaves (e.g., those who save a master’s life) 
  103 
   Average NPC Assassins of Experience Level 2 
  
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   Thieves of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  102 
   Beggars (majority) 
  
  
  
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  
  101 
   Average NPC Assassins of Experience Level 3 
   Average NPC Thieves of Experience Level 2 
   Beggar Children 
  100 
   Bordars / Cottars (serfs of lower than average status) 
   Freed Slaves (those legally freed for service, honor, etc.; not 
  escaped) 
   Worthy Beggars (former soldiers, etc.) 
  99 
   Average NPC Assassins of Experience Level 4 
   Average NPC Thieves of Experience Level 3 
   Peons 
   Serfs (majority) 
  98 
   Peasant Farmers 
   Peasant Laborers 
   Villeins 
  97 
   Average NPC Assassins of Experience Level 5 
   Average NPC Thieves of Experience Level 4 
   Drudges 
   Tinkers (of poor skill / repute) 
  
  
  CASTE II: 
  MIDDLE LOWER CLASS (MLC) 
  Inferiors, Servants, and Laborers 
   
  Relative 
  Peerage 
  Example Personages 
  96 
   Tinkers (majority) 
  95 
   Average NPC Assassins of Experience Level 6 
   Average NPC Thieves of Experience Level 5 
   Barbarians of Experience Level 1 
  
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   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  94 
   Average NPC Barbarians of Experience Level 2 
   Disreputable Actors 
   Tinkers (of considerable skill / repute) 
  93 
   Average NPC Assassins of Experience Level 7 
   Average NPC Thieves of Experience Level 6 
  92 
   Average NPC Barbarians of Experience Level 3 
   Laborers 
   Unproven Men-at-Arms (no expeditions) 
  91 
   Actors (majority) 
   Average NPC Assassins of Experience Level 8 
   Average NPC Thieves of Experience Level 7 
   Herdsmen (unestablished, semi-nomadic) 
  90 
   Average NPC Barbarians of Experience Level 4 
   Blooded Men-at-Arms (having conducted one expedition) 
   Herdsmen (established, majority) 
   Jugglers 
  89 
   Average NPC Assassins of Experience Level 9 
   Average NPC Thieves of Experience Level 8 
   Bards of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
   Herdsmen (of long standing / repute) 
   Shifty / Disreputable Peddlers 
  88 
   Average NPC Barbarians of Experience Level 5 
   Jugglers (charming / skilled) 
   Known Actors (majority) 
   Peddlers (majority) 
   Shifty / Disreputable Fences 
  87 
   Average NPC Assassins of Experience Level 10 
   Average NPC Thieves of Experience Level 9 
  
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   Average NPC Bards of Experience Level 2 
   Men-at-Arms (majority; having conducted two to five 
  expeditions) 
   Respected / Well-Known Actors 
   Trustworthy Peddlers 
  
  
  CASTE III: 
  UPPER LOWER CLASS (ULC) 
  Kith, Kindred, and Lesser Citizenry 
   
  Relative 
  Peerage 
  Example Personages 
  86 
   Average NPC Barbarians of Experience Level 6 
   Fences (majority) 
   Lesser Freemen (likely owning a small home only) 
  85 
   Average NPC Assassins of Experience Level 11 
   Average NPC Bards of Experience Level 3 
   Average NPC Thieves of Experience Level 10 
   Famous Actors 
  84 
   Average NPC Assassins of Experience Level 12 
   Average NPC Barbarians of Experience Level 7 
   Average NPC Bards of Experience Level 4 
   Average NPC Thieves of Experience Level 11 
   Trustworthy Fences 
  83 
   Average NPC Barbarians of Experience Level 8 
   Freemen (majority, likely owning a home of moderate size) 
   Shifty / Disreputable Moneychangers 
   Veteran 
  Men-at-Arms 
  (having 
  conducted 
  six 
  or 
  more 
  expeditions) 
  82 
   Average NPC Assassins of Experience Level  13 
   Average NPC Barbarians of Experience Level 9 
  
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   Average NPC Bards of Experience Level 5 
   Average NPC Thieves of Experience Level 12 
   Low-Skilled Tradesmen 
  81 
   Average NPC Assassins of Experience Level 14 
   Average NPC Bards of Experience Level 6 
   Average NPC Thieves of Experience Level 13 
   Established Freemen (likely owning a fine home of moderate 
  size) 
   Worthy Citizens (in general; those which are difficult to classify) 
  80 
   Average NPC Barbarians of Experience Level 10 
   Average NPC Fighters of Experience Level 1 (please note that 
  this is for freelancers; officer-fighters in service of a city, 
  stronghold or noble can rise considerably higher) 
   Moneychangers (majority) 
   PC Fighters of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  79 
   Average NPC Assassins of Experience Level 15 
   Average NPC Bards of Experience Level 7 
   Average NPC Thieves of Experience Level 14 
   Petty Merchants 
   Tradesmen (majority) 
  
  
  CASTE IV: 
  LOWER MIDDLE CLASS (LMC) 
  Greater Citizenry, Veterans, and Yeomanry 
   
  Relative 
  Peerage 
  Example Personages 
  78 
   Average NPC Bards of Experience Level 8 
   Trustworthy Moneychangers 
  
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   Average NPC Barbarians of Experience Level 11 
   Average NPC Fighters of Experience Level 2 
   Druids of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  76 
   Average NPC Assassins of Experience Level 16 (if your game’s 
  assassins can exceed the 15th level) 
   Average NPC Thieves of Experience Level 15 
   Craftsmen (majority) 
   Rangers of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  75 
   Average NPC Barbarians of Experience Level 12 
   Skilled Tradesmen 
   Unprosperous Merchants 
  74 
   Average NPC Assassins of Experience Level 17 
   Average NPC Bards of Experience Level 9 
   Average NPC Druids of Experience Level 2 
   Average NPC Thieves of Experience Level 16 
   Petty Sergeants (Level 1 NPC Fighters) 
  73 
   Average NPC Barbarians of Experience Level 13 
   Average NPC Rangers of Experience Level 2 
   Common-Origin Knights (Level 1 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Enfranchised Citizens (general; those with hereditary honors for 
  voting or minor ancestral property rights) 
   Lieutenants (Level 1 NPC Fighters) 
   Merchants (majority) 
   Skilled Craftsmen 
  72 
   Average NPC Assassins of Experience Level 18 
   Average NPC Bards of Experience Level 10 
   Average NPC Fighters of Experience Level 3 
   Average NPC Thieves of Experience Level 17 
  
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  71 
   Average NPC Barbarians of Experience Level 14 
   Average NPC Druids of Experience Level 3 
   Low-Skilled Artisans 
   Sergeants (Level 2 NPC Fighters) 
  70 
   Average NPC Assassins of Experience Level 19 
   Average NPC Bards of Experience Level 11 
   Average NPC Rangers of Experience Level 3 
   Average NPC Thieves of Experience Level 18 
   Common-Origin Knights (Level 2 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Senior Lieutenants (Level 3 NPC Fighters) 
  69 
   Average NPC Barbarians of Experience Level 15 
   Average NPC Fighters of Experience Level 4 
   Mages of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  68 
   Artisans (majority) 
   Average NPC Assassins of Experience Level 20 
   Average NPC Bards of Experience Level 12 
   Average NPC Druids of Experience Level 4 
   Average NPC Thieves of Experience Level 19 
   Bankers’ Apprentices 
   Prosperous Merchants 
   Senior Sergeants (Level 3 NPC Fighters) 
   Worthy Citizens (typically Enfranchised Citizens of long 
  standing and high report, elders etc.) 
  
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  
  CASTE V: 
  MIDDLE MIDDLE CLASS (MMC) 
  Gentlefolk, Gentry, and Respected Citizenry 
   
  Relative 
  Peerage 
  Example Personages 
  67 
   Average NPC Barbarians of Experience Level 16 
   Average NPC Rangers of Experience Level 4 
   Common-Origin Knights (Level 3 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Shady / Disreputable Bankers 
  66 
   Average NPC Bards of Experience Level 13 
   Average NPC Fighters of Experience Level 5 
   Average NPC Mages of Experience Level 2 
   Average NPC Thieves of Experience Level 20 
  65 
   Average NPC Barbarians of Experience Level 17 
   Average NPC Druids of Experience Level 5 
   Sergeants of Arms (Level 4 NPC Fighters) 
   Skilled Artisans 
  64 
   Average NPC Bards of Experience Level 14 
   Average NPC Rangers of Experience Level 5 
   Common-Origin Knights (Level 4 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  63 
   Average NPC Barbarians of Experience Level 18 
   Average NPC Fighters of Experience Level 6 
   Average NPC Mages of Experience Level 3 
   Bankers (majority) 
   Wealthy Merchants 
  62 
   Average NPC Bards of Experience Level 15 
   Average NPC Druids of Experience Level 6 
  61 
   Average NPC Barbarians of Experience Level 19 
  
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   Average NPC Rangers of Experience Level 6 
   Captains (Level 5 NPC Fighters) 
   Common-Origin Knights (Level 5 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Landed Gentry Folk 
   Monks of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  60 
   Average NPC Bards of Experience Level 16 
   Average NPC Fighters of Experience Level 7 
   Average NPC Mages of Experience Level 4 
  59 
   Apprentice Guild Masters 
   Average NPC Barbarians of Experience Level 20 
   Average NPC Druids of Experience Level 7 
  58 
   Average NPC Bards of Experience Level 17 
   Average NPC Monks of Experience Level 2 
   Average NPC Rangers of Experience Level 7 
   Common-Origin Knights (Level 6 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Great Merchants 
   Landless and Exiled / Overthrown Baronets 
   Prosperous Bankers 
   Senior Captains (Level 6 NPC Fighters) 
  
  
  CASTE VI: 
  UPPER MIDDLE CLASS (UMC) 
  Honored Citizenry, Rising Personages, and Worthies 
   
  Relative 
  Peerage 
  Example Personages 
  57 
   Average NPC Fighters of Experience Level 8 
  
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   Average NPC Mages of Experience Level 5 
   Clerics of Experience Level 1 (typically independent of a 
  temple, 
  wanderers, 
  prophet 
  prentices, 
  PC 
  and 
  NPC 
  adventurers, etc.) 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  56 
   Average NPC Bards of Experience Level 18 
   Average NPC Druids of Experience Level 8 
   Minor Guild Masters (typically of minor trade guilds) 
  55 
   Average NPC Monks of Experience Level 3 
   Average NPC Rangers of Experience Level 8 
   Captains of Arms (Level 7 NPC Fighters) 
   Common-Origin Knights (Level 7 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  54 
   Average NPC Bards of Experience Level 19 
   Average NPC Clerics of Experience Level 2 
   Average NPC Fighters of Experience Level 9 
   Average NPC Mages of Experience Level 6 
   Temple Priests (Level 1 NPC Clerics; established in a city state or 
  kingdom, typically not adventurers or PCs) 
  53 
   Average NPC Druids of Experience Level 9 
   Deposed Baronets 
   Wealthy Bankers 
  52 
   Average NPC Bards of Experience Level 20 
   Average NPC Rangers of Experience Level 9 
   Average NPC Monks of Experience Level 4 
   Common-Origin Knights (Level 8 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Vaunted Captains (Level 8 NPC Fighters) 
  51 
   Average NPC Clerics of Experience Level 3 
   Average NPC Fighters of Experience Level 10 
   Average NPC Mages of Experience Level 7 
   Temple Priests (Level 2 NPC Clerics) 
  
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   Average NPC Druids of Experience Level 10 
   Average NPC Monks of Experience Level 5 
   Average NPC Rangers of Experience Level 10 
   Common-Origin Knights (Level 9 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  49 
   Average NPC Clerics of Experience Level 4 
   Average NPC Fighters of Experience Level 11 
   Average NPC Mages of Experience Level 8 
   Great Bankers 
   Landless and Exiled / Overthrown Barons 
   Temple Priests (Level 3 NPC Clerics) 
  
  
  CASTE VII: 
  LOWER UPPER CLASS (LUC) 
  Champions, Exemplars, and Scions 
   
  Relative 
  Peerage 
  Example Personages 
  48 
   Average NPC Druids of Experience Level 11 
   Guild Masters (typically of fairly influential trade guilds, or 
  professional guilds; but if the experience level indicates a higher 
  social rank, use the higher rank instead) 
  47 
   Aspirant Hierarchs of a City State (typically experience level 9) 
   Average NPC Monks of Experience Level 6 
   Average NPC Rangers of Experience Level 11 
   Common-Origin Knights (Level 10 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  46 
   Average NPC Clerics of Experience Level 5 
   Average NPC Fighters of Experience Level 12 
   Average NPC Mages of Experience Level 9 
   Temple Priests (Level 4 NPC Clerics) 
  
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   Average NPC Druids of Experience Level 12 
   Average NPC Monks of Experience Level 7 
   Average NPC Rangers of Experience Level 12 
   Common-Origin Knights (Level 11 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Paladins of Experience Level 1 
   You can scroll down through the pages to review the other 
  Social Ranks, or click here to proceed to the next section 
  (pertaining to Heraldry and Coats of Arms) 
  
  
  
  
  
  
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  44 
   Average NPC Clerics of Experience Level 6 
   Average NPC Fighters of Experience Level 13 
   Average NPC Mages of Experience Level 10 
   Greater Guild Masters (typically of highly influential trade 
  guilds, or powerful professional guilds; but if the experience 
  level indicates a higher social rank, use the higher rank instead) 
   Temple Priests (Level 5 NPC Clerics) 
  43 
   Average NPC Druids of Experience Level 13 
   Average NPC Monks of Experience Level 8 
   Average NPC Paladins of Experience Level 2 
   Average NPC Rangers of Experience Level 13 
   Common-Origin Knights (Level 12 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  42 
   Average NPC Clerics of Experience Level 7 
   Average NPC Druids of Experience Level 14 
   Average NPC Fighters of Experience Level 14 
   Average NPC Mages of Experience Level 11 
   Temple Priests (Level 6 NPC Clerics) 
  
  
  CASTE VIII: 
  MIDDLE UPPER CLASS (MUC) 
  Heroic Champions, Lesser Nobility, and Peerage 
   
  Relative 
  Peerage 
  Example Personages 
  41 
   Average NPC Monks of Experience Level 9 
   Average NPC Paladins of Experience Level 3 
   Average NPC Rangers of Experience Level 14 
   Common-Origin Knights (Level 13 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  
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   Illustrious Guild Masters (typically of the most important trade 
  guilds, e.g. the top five markets in the city state) 
  40 
   Average NPC Clerics of Experience Level 8 
   Average NPC Fighters of Experience Level 15 
   Average NPC Mages of Experience Level 12 
   Deposed Barons 
   Temple Priests (Level 7 NPC Clerics) 
  39 
   Average NPC Druids of Experience Level 15 
   Average NPC Monks of Experience Level 10 
   Average NPC Paladins of Experience Level 4 
   Average NPC Rangers of Experience Level 15 
   Common-Origin Knights (Level 14 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  38 
   Average NPC Clerics of Experience Level 9 
   Average NPC Fighters of Experience Level 16 
   Average NPC Mages of Experience Level 13 
   Deposed Viscounts 
   Temple Priests (Level 8 NPC Clerics) 
  37 
   Average NPC Druids of Experience Level 16 
   Generals (Hierarchy III, Tertius; Level 13 NPC Fighters) 
  36 
   Average NPC Monks of Experience Level 11 
   Average NPC Paladins of Experience Level 5 
   Average NPC Rangers of Experience Level 16 
   Common-Origin Knights (Level 15 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
  35 
   Average NPC Clerics of Experience Level 10 
   Average NPC Fighters of Experience Level 17 
   Average NPC Mages of Experience Level 14 
   Deposed Counts 
   Temple Priests (Level 9 NPC Clerics) 
  34 
   Average NPC Druids of Experience Level 17 
   Average NPC Monks of Experience Level 12 
   Average NPC Paladins of Experience Level 6 
   Average NPC Rangers of Experience Level 17 
  
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   Common-Origin Knights (Level 16 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Generals (Hierarchy II, Secundus; Level 14 NPC Fighters) 
   Lesser Ruling Knight of an Honor Hold (typically a Level 5 NPC 
  Cavalier or Paladin; refer to GWG1) 
  33 
   Average NPC Clerics of Experience Level 11 
   Average NPC Fighters of Experience Level 18 
   Average NPC Mages of Experience Level 15 
   Average NPC Paladins of Experience Level 7 
   Deposed Marquises 
   Temple Priests (Level 10 NPC Clerics) 
  32 
   Average NPC Druids of Experience Level 18 
   Average NPC Monks of Experience Level 13 
   Average NPC Paladins of Experience Level 8 
   Average NPC Rangers of Experience Level 18 
   Common-Origin Knights (Level 17 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Generals (Hierarchy I, Primus; Level 15 NPC Fighters) 
   Lesser Ruling Knight of an Honor Hold (typically a Level 6 NPC 
  Cavalier or Paladin; refer to GWG1) 
  31 
   Average NPC Clerics of Experience Level 12 
   Average NPC Druids of Experience Level 19 
   Average NPC Fighters of Experience Level 19 
   Average NPC Mages of Experience Level 16 
   Average NPC Paladins of Experience Level 9 
   Generals of the Archonate / Realm / Kingdom (typically Level 16 
  NPC Fighters) 
   Lesser Ruling Knight Companion of a Freehold (typically a Level 
  6 NPC Cavalier or Paladin; refer to GWG1) 
   Ruling Knight of an Honor Hold (typically a Level 7 NPC 
  Cavalier or Paladin; refer to GWG1) 
   Temple Priests (Level 11 NPC Clerics) 
  
  
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  CASTE IX: 
  UPPER UPPER CLASS (UUC) 
  Aristocracy, Chosen Ones, and Greater Nobility 
   
  Relative 
  Peerage 
  Example Personages 
  30 
   Average NPC Clerics of Experience Level 13 
   Average NPC Druids of Experience Level 20 
   Average NPC Mages of Experience Level 17 
   Average NPC Monks of Experience Level 14 
   Average NPC Paladins of Experience Level 10 
   Average NPC Rangers of Experience Level 19 
   Common-Origin Knights (Level 18 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Deposed Dukes 
   Greater Ruling Knight of an Honor Hold (typically a Level 8 
  NPC Cavalier or Paladin; refer to GWG1) 
   Lesser Ruling Knight Companion of a Freehold (typically a Level 
  7 NPC Cavalier or Paladin; refer to GWG1) 
   Temple Priests (Level 12 NPC Clerics) 
  29 
   Average NPC Clerics of Experience Level 14 
   Average NPC Mages of Experience Level 18 
   Average NPC Monks of Experience Level 15 
   Average NPC Monks of Experience Level 11 
   Average NPC Paladins of experience Level 11 
   Average NPC Rangers of Experience Level 20 
   Common-Origin Knights (Level 19 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Greater Ruling Knight of an Honor Hold (typically a Level 9 
  NPC Cavalier or Paladin; refer to GWG1) 
   Lesser Ruling Knight Banneret of a Knightmark (typically a level 
  7 NPC Cavalier or Paladin; refer to GWG1) 
   Regents (temporary) 
  
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   Ruling Knight Companion of a Freehold (typically a Level 8 NPC 
  Cavalier or Paladin; refer to GWG1) 
   Temple Priests (Level 13 NPC Clerics) 
  28 
   Average NPC Clerics of Experience Level 15 
   Average NPC Mages of Experience Level 19 
   Average NPC Monks of Experience Level 16 
   Average NPC Paladins of Experience Level 12 
   Common-Origin Knights (Level 20 NPC Fighters or Cavaliers of 
  Esteemed Non-Noble Families) 
   Deposed Grand Dukes 
   Greater Ruling Knight Companion of a Freehold (typically a 
  Level 9 NPC Cavalier or Paladin; refer to GWG1) 
   Lesser Ruling Knight Banneret of a Knightmark (typically a level 
  8 NPC Cavalier or Paladin; refer to GWG1) 
   Temple Priests (Level 14 NPC Clerics) 
  27 
   Average NPC Clerics of Experience Level 16 
   Average NPC Mages of Experience Level 20 
   Average NPC Monks of Experience Level 17 
   Average NPC Paladins of Experience Level 13 
   Greater Ruling Knight Companion of a Freehold (typically a 
  Level 10 NPC Cavalier or Paladin; refer to GWG1) 
   Lesser Ruling Baronet of a Baronetcy (typically a level 8 NPC; 
  refer to GWG1) 
   Ruling Knight Banneret of a Knightmark (typically a level 9 NPC 
  Cavalier or Paladin; refer to GWG1) 
   Temple Priests (Level 15 NPC Clerics) 
   Vice Marshals (Level 17 NPC Fighters) 
  26 
   Average NPC Clerics of Experience Level 17 
   Average NPC Monks of Experience Level 18 (assuming that 
  monks in your game can exceed level 17) 
   Average NPC Paladins of Experience Level 14 
   Greater Ruling Knight Banneret of a Knightmark (typically a 
  level 10 NPC Cavalier or Paladin; refer to GWG1) 
   Lesser Ruling Baronet of a Baronetcy (typically a level 9 NPC; 
  refer to GWG1) 
   Temple Priests (Level 16 NPC Clerics) 
  
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   Average NPC Clerics of Experience Level 18 
   Average NPC Monks of Experience Level 19 
   Average NPC Paladins of Experience Level 15 
   Greater Ruling Knight Banneret of a Knightmark (typically a 
  level 11 NPC Cavalier or Paladin; refer to GWG1) 
   Lesser Ruling Baron of a Barony (typically a level 9 NPC; refer to 
  GWG1) 
   Marshals (Level 18 NPC Fighters) 
   Regents of Influence (temporary) 
   Ruling Baronet of a Baronetcy (typically a level 10 NPC; refer to 
  GWG1) 
   Temple Priests (Level 17 NPC Clerics) 
  24 
   Average NPC Clerics of Experience Level 19 
   Average NPC Monks of Experience Level 20 
   Average NPC Paladins of Experience Level 16 
   Greater Ruling Baronet of a Baronetcy (typically a level 11 NPC; 
  refer to GWG1) 
   Lesser Ruling Baron of a Barony (typically a level 10 NPC; refer 
  to GWG1) 
   Temple Priests (Level 18 NPC Clerics) 
  23 
   Average NPC Clerics of Experience Level 20 
   Average NPC Paladins of Experience Level 17 
   Deposed Archdukes 
   Greater Ruling Baronet of a Baronetcy (typically a level 12 NPC; 
  refer to GWG1) 
   Lesser Ruling Arch-Baron of an Arch-Barony (typically a level 10 
  NPC; refer to GWG1) 
   Lord Marshals (Level 19 NPC Fighters) 
   Ruling Baron of a Barony (typically a level 11 NPC; refer to 
  GWG1) 
   Temple Priests (Level 19 NPC Clerics) 
  22 
   Average NPC Paladins of Experience Level 18 
   Greater Ruling Baron of a Barony (typically a level 12 NPC; refer 
  to GWG1) 
   Lesser Ruling Arch-Baron of an Arch-Barony (typically a level 11 
  NPC; refer to GWG1) 
  
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   Lesser Ruling Viscount of a Viscounty (typically a level 10 NPC; 
  refer to GWG1) 
   Temple Priests (Level 20 NPC Clerics) 
  21 
   Archons and Grand Marshals (Level 20 NPC Fighters) 
   Average NPC Paladins of Experience Level 19 
   Greater Ruling Baron of a Barony (typically a level 13 NPC; refer 
  to GWG1) 
   Lesser Ruling Viscount of a Viscounty (typically a level 11 NPC; 
  refer to GWG1) 
   Ruling Arch-Baron of an Arch-Barony (typically a level 12 NPC; 
  refer to GWG1) 
  20 
   Average NPC Paladins of Experience Level 20 
   Greater Ruling Arch-Baron of an Arch-Barony (typically a level 
  13 NPC; refer to GWG1) 
   Lesser Ruling Count of a County (typically a level 11 NPC; refer 
  to GWG1) 
   Ruling Viscount of a Viscounty (typically a level 12 NPC; refer to 
  GWG1) 
  
  
  CASTE X: 
  ULTIMATE RULING ELITE (URE) 
  (Rulers of the World’s Great Powers) 
   
  Relative 
  Peerage 
  Example Personages 
  19 
   Greater Ruling Arch-Baron of an Arch-Barony (typically a level 
  14 NPC; refer to GWG1) 
   Greater Ruling Viscount of a Viscounty (typically a level 13 
  NPC; refer to GWG1) 
   Lesser Ruling Count of a County (typically a level 12 NPC; refer 
  to GWG1) 
  
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   Greater Ruling Viscount of a Viscounty (typically a level 14 
  NPC; refer to GWG1) 
   Lesser Ruling Marquis of a March or Marquisate (typically a 
  level 12 NPC; refer to GWG1) 
   Overlord of the World’s Premier City State 
   Ruling Count of a County (typically a level 13 NPC; refer to 
  GWG1) 
  17 
   Greater Ruling Count of a County (typically a level 14 NPC; 
  refer to GWG1) 
   Lesser Ruling Marquis of a March or Marquisate (typically a 
  level 13 NPC; refer to GWG1) 
  16 
   Greater Ruling Count of a County (typically a level 15 NPC; 
  refer to GWG1) 
   Lesser Ruling Duke of a Duchy (typically a level 13 NPC; refer 
  to GWG1) 
   Ruling Marquis of a March or Marquisate (typically a level 14 
  NPC; refer to GWG1) 
  15 
   Greater Ruling Marquis of a March or Marquisate (typically a 
  level 15 NPC; refer to GWG1) 
   Lesser Ruling Duke of a Duchy (typically a level 14 NPC; refer 
  to GWG1) 
  14 
   Greater Ruling Marquis of a March or Marquisate (typically a 
  level 16 NPC; refer to GWG1) 
   Lesser Ruling Archduke of an Archduchy (typically a level 14 
  NPC; refer to GWG1) 
   Ruling Duke of a Duchy (typically a level 15 NPC; refer to 
  GWG1) 
  13 
   Greater Ruling Duke of a Duchy (typically a level 16 NPC; refer 
  to GWG1) 
   Lesser Ruling Archduke of an Archduchy (typically a level 15 
  NPC; refer to GWG1) 
   Lesser Ruling Grand Duke of a Grand Duchy (typically a level 
  14 NPC; refer to GWG1) 
  12 
   Greater Ruling Duke of a Duchy (typically a level 17 NPC; refer 
  to GWG1) 
  
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   Lesser Ruling Grand Duke of a Grand Duchy (typically a level 
  15 NPC; refer to GWG1) 
   Lesser Ruling Prince of a Principality (typically a level 14 NPC; 
  refer to GWG1) 
   Ruling Archduke of an Archduchy (typically a level 16 NPC; 
  refer to GWG1) 
  11 
   Greater Ruling Archduke of an Archduchy (typically a level 17 
  NPC; refer to GWG1) 
   Lesser Ruling Prince of a Principality (typically a level 15 NPC; 
  refer to GWG1) 
   Ruling Grand Duke of a Grand Duchy (typically a level 16 
  NPC; refer to GWG1) 
  10 
   Greater Ruling Archduke of an Archduchy (typically a level 18 
  NPC; refer to GWG1) 
   Lesser Ruling King of a Kingdom (typically a level 15 NPC; 
  refer to GWG1) 
   Ruling Grand Duke of a Grand Duchy (typically a level 17 
  NPC; refer to GWG1) 
   Ruling Prince of a Principality (typically a level 16 NPC; refer to 
  GWG1) 
  9 
   Greater Ruling Prince of a Principality (typically a level 17 
  NPC; refer to GWG1) 
   Lesser Ruling King of a Kingdom (typically a level 16 NPC; 
  refer to GWG1) 
   Ruling Grand Duke of a Grand Duchy (typically a level 18 
  NPC; refer to GWG1) 
  8 
   Greater Ruling Prince of a Principality (typically a level 18 
  NPC; refer to GWG1) 
   Ruling High King of a Great Kingdom (typically a level 16 
  NPC; refer to GWG1) 
   Ruling King of a Kingdom (typically a level 17 NPC; refer to 
  GWG1) 
  7 
   Greater Ruling King of a Kingdom (typically a level 18 NPC; 
  refer to GWG1) 
   Ruling High King of a Great Kingdom (typically a level 17 
  NPC; refer to GWG1) 
  
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   Ruling Overking of an Imperial Kingdom (typically a level 17 
  NPC; refer to GWG1) 
  6 
   Greater Ruling King of a Kingdom (typically a level 19 NPC; 
  refer to GWG1) 
   Ruling High King of a Great Kingdom (typically a level 18 
  NPC; refer to GWG1) 
   Ruling Overking of an Imperial Kingdom (typically a level 18 
  NPC; refer to GWG1) 
  5 
   Greater Ruling High King of a Great Kingdom (typically a level 
  19 NPC; refer to GWG1) 
   Ruling Emperor of an Empire (typically a level 18 NPC; refer to 
  GWG1) 
   Ruling Overking of an Imperial Kingdom (typically a level 19 
  NPC; refer to GWG1) 
  4 
   Greater Ruling High King of a Great Kingdom (typically a level 
  20 NPC; refer to GWG1) 
   Greater Ruling Overking of an Imperial Kingdom (typically a 
  level 20 NPC; refer to GWG1) 
   Ruling Emperor of an Empire (typically a level 19 NPC; refer to 
  GWG1) 
  3 
   Greater Ruling Overking of an Imperial Kingdom (typically a 
  level 21 NPC; refer to GWG1) 
   Ruling Emperor of an Empire (typically a level 20 NPC; refer to 
  GWG1) 
  2 
   Greater Ruling Emperor of an Empire (typically a level 21 NPC; 
  refer to GWG1) 
  1 
   Peerless Ruling Emperor of an Empire (typically a level 22 
  NPC, but may well be higher; refer to GWG1) 
   
   
   
  
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  ~ 
  
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  7 - 9 
  STEP 24:  ENVISIONING COATS OF ARMS AND 
  BLAZONS 
   
  To give your character a heroic banner to fight under; or a tabard to wear; or a fearless 
  blazon 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. 
  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. 
  This system works to develop both types of symbols, for 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. 
  (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 table below.  A 
  heraldic shield will typically have between 1 and 4 fields.) 
  To randomly generate a heraldic coat of arms, roll 1d100 and consult the following 
  table: 
  
  [01-50] 
   Heraldic Beast or Figure 
   Refer to section 7-9-1 
  [51-75] 
   Heraldic Charge (Shape or Symbol) 
   Refer to section 7-9-2 
  [76-00] 
   Heraldic Ordinary (Geometric Symbol) 
   Refer to section 7-9-3 
   
  ~ 
   
   
  
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  7 - 9 - 1 
  HERALDIC BEASTS AND FIGURES 
   
  Roll 1d100 and consult the following table: 
  
  [01] 
  Angel 
  [02-03] 
  Antlers 
  [04] 
  Badgerbear 
  [05-06] 
  Basilisk 
  [07] 
  Bear 
  [08-09] 
  Bee 
  [10] 
  Biscione (child swallowed by 
  a dragon) 
  [11-12] 
  Boar 
  [13] 
  Brock (badger) 
  [14-15] 
  Bull’s Head 
  [16] 
  Cat-a-Mount (wildcat) 
  [17-18] 
  Centaur 
  [19] 
  Chimaera 
  [20-21] 
  Demon 
  [22] 
  Devil 
  [23-24] 
  Dolphin 
  [25-26] 
  Dragon 
  [27] 
  Dragonfly 
  [28-29] 
  Eagle 
  [30] 
  Ermine 
  [31-32] 
  Eye 
  [33] 
  Fish (stylized) / Sea Monster 
  [34] 
  Fist / Gauntlet 
  [35-36] 
  Fox 
  [37] 
  Gorgon’s Head 
  [38-39] 
  Griffin 
  [40] 
  Hand 
  [41-42] 
  Hare 
  [43] 
  Harpy 
  [44-45] 
  Head / Helm / Janus Head 
  [46] 
  Hippocampus 
  [47-48] 
  Horse 
  [49] 
  Hound 
  [50-51] 
  King 
  [52] 
  Knight 
  [53-54] 
  Lion 
  
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  [55] 
  Lion’s / Monster’s Paw 
  [56-57] 
  Maiden 
  [58-59] 
  Manticore 
  [60] 
  Mermaid / Melusine 
  [61] 
  Otter 
  [62-63] 
  Owl 
  [64] 
  Ox 
  [65-66] 
  Pegasus (winged horse) 
  [67] 
  Peryton 
  [68-69] 
  Porcupine 
  [70] 
  Queen 
  [71-72] 
  Raven 
  [73-74] 
  Saint 
  [75] 
  Salamander 
  [76] 
  Savage / Tribesman 
  [77] 
  Sea Lion 
  [78] 
  Sea Serpent 
  [79] 
  Serpent 
  [80-81] 
  Skull 
  [82] 
  Sphinx 
  [83-84] 
  Stag / Hart 
  [85] 
  Swan 
  [86-87] 
  Thistle 
  [88] 
  Tusks 
  [89-90] 
  Tyger (wulf tiger) 
  [91-92] 
  Unicorn 
  [93] 
  Wings 
  [94-95] 
  Wolf 
  [96] 
  Wolverine 
  [97-98] 
  Wyrm (wingless dragon) 
  [99] 
  Wyvern / Lindworm 
  [00] 
  Facing Figures (roll twice) 
   
  Heraldic Symbol section complete.  Click on the link below to determine the 
  tincture (color) of your Heraldic Symbol. 
   Heraldic Tinctures 
   
  ~ 
   
   
  
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  7 - 9 - 2 
  HERALDIC CHARGES (SHAPES AND SYMBOLS) 
   
  Roll 1d100 and consult the following table: 
  
  [01-02] 
  Anchor 
  [03-04] 
  Annulet(s) (hollow circle) 
  [05-06] 
  Anvil 
  [07-08] 
  Arrow(s) 
  [09-10] 
  Beehive 
  [11-12] 
  Bezant(s) (circle) 
  [13-14] 
  Billet(s) (vertical rectangle) 
  [15-16] 
  Book / Grimoire 
  [17-18] 
  Bow 
  [19-20] 
  Chain(s) 
  [21-22] 
  Clarion / Horn 
  [23-24] 
  Crescent (moon symbol) 
  [25] 
  Cross Botonny (cross with 
  cloverleaf ends) 
  [26] 
  Cross Crosslet (cross with 
  cross ends) 
  [27] 
  Cross Flory (cross with 
  pointed ends) 
  [28] 
  Cross Moline (cross with 
  curve-pointed ends) 
  [29] 
  Cross Patonce (cross with 
  blossoming ends) 
  [30] 
  Cross Potent (cross with 
  rectangular ends) 
  [31-32] 
  Crown 
  [33] 
  Escarbuncle (cross and X-
  sign superimposed) 
  [34-35] 
  Estoile(s) (star of wavy lines) 
  [36-37] 
  Fleur de Lis (lily) 
  [38-39] 
  Flower (trefoil, quatrefoil, 
  cinquefoil, sexfoil, or 
  septfoil) 
  [40-41] 
  Fountain (circle of wavy 
  lines) 
  [42-43] 
  Fruit Tree 
  [44-45] 
  Goutte (blood drop) 
  [46-47] 
  Grapevine(s) 
  [48-49] 
  Gules (tower of three 
  turrets) 
  [50-51] 
  Hammer 
  [52-53] 
  Harp 
  
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  [54-55] 
  Holy / Unholy Symbol (see 
  also cross) 
  [56-57] 
  Inescutcheon (shield-on-
  shield symbol) 
  [58-59] 
  Key 
  [60-61] 
  Lance / Spear 
  [62] 
  Lotus Flower 
  [63-64] 
  Lozenge(s) (diamond) 
  [69-70] 
  Moon 
  [71-72] 
  Morning Star (weapon) 
  [73] 
  Mullet(s) (hollow six-pointed 
  star) 
  [74-75] 
  Oak Tree (or similar holy 
  tree / tree of longevity) 
  [76-77] 
  Portcullis / Gate / Barbican 
  [78-79] 
  Rose 
  [80] 
  Rustre (circle in a diamond) 
  [81-82] 
  Ship 
  [83-84] 
  Sickle / Scythe 
  [85-86] 
  Star(s) (six-pointed) 
  [87-88] 
  Sun 
  [89-90] 
  Sword(s) 
  [91-92] 
  Thunderbolt 
  [93-94] 
  Tower / Rook 
  [95-96] 
  Wheat / Grain Sheaf 
  [97-98] 
  Wheel 
  [99] 
  Crossed Symbols (roll twice) 
  [00] 
  Halved or Paired Symbols 
  (roll twice) 
   
  Heraldic Symbol section complete.  Click on the link below to determine the 
  tincture (color) of your Heraldic Symbol. 
   Heraldic Tinctures 
   
  ~ 
   
  7 - 9 - 3 
  HERALDIC ORDINARIES (GEOMETRIC SYMBOLS) 
   
  Roll 1d100 and consult the following table: 
  
  
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  [01-05] 
  Bars (two horizontal bars on 
  shield) 
  [06-11] 
  Bend (slashed bar over 
  shield) 
  [12-17] 
  Bordure (wide-bordered 
  symbol on shield) 
  [18-23] 
  Chevron (upward arrow on 
  shield) 
  [24-29] 
  Chief (colored bar on top of 
  shield) 
  [30-35] 
  Cross (perpendicular bars 
  on shield) 
  [36-41] 
  Fess (horizontal stripe on 
  shield) 
  [42-47] 
  Flaunches (half circles on 
  shield edges) 
  [48-53] 
  Fret (patter of diagonal bars 
  over shield) 
  [54-59] 
  Gyron (triangle on upper 
  left of shield) 
  [60-64] 
  Label (interlocked T symbols 
  on top of shield 
  [65-70] 
  Orle (narrow-bordered 
  symbol on shield) 
  [71-76] 
  Pale (vertical stripe on 
  shield) 
  [77-82] 
  Pall (Y symbol on shield) 
  [83-88] 
  Pile (triangle on shield) 
  [88-94] 
  Quarter (square on upper 
  left of shield) 
  [95-99] 
  Saltire (X of diagonal bars on 
  shield) 
  [00] 
  Dual Bloodline Ordinary 
  (roll twice) 
   
  Heraldic Symbol section complete.  Click on the link below to determine the 
  tincture (color) of your Heraldic Symbol. 
   Heraldic Tinctures 
   
  ~ 
   
   
  
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  7 - 9 - 4 
  HERALDIC TINCTURES 
   
  You may already have a color in mind for the character’s blazon, based on his theme, 
  epithet, alignment or class.  If not, feel free to roll on the table below.  Roll twice if more 
  detail is required. 
  Real-world rules of heraldic tincture limitation can be safely ignored here.  Should 
  you choose to follow them, however, the most common rule is this:  metals (argent, or, 
  etc.) are never placed on other metals, and colors (azure, gules, etc.) are never placed on 
  other colors. 
  You can roll multiple times for different elements of a design; i.e., foreground and 
  background, or a border or runes or some such. 
  Take as little or as much time as you like! 
  Roll 1d100 and consult the following table: 
  
  [01-05] 
  Argent (silver, light gray) 
  [06-10] 
  Azure (blue] 
  [11-15] 
  Cendree (dark gray) 
  [16-20] 
  Counter-Potent (white grid on blue) 
  [21-25] 
  Counter-Vair (white lozenges on blue) 
  [26-30] 
  Ermine (black furs on white) 
  [31-34] 
  Ermines (white furs on black) 
  [35-38] 
  Erminois (black furs on yellow) 
  [39-43] 
  Gules (royal red) 
  [44-48] 
  Kursch (brown fur scales) 
  [49-53] 
  Murry (reddish purple) 
  [54-58] 
  Or (gold, yellow) 
  
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  [59-62] 
  Pean (yellow furs on black) 
  [63-67] 
  Potent (blue grid on white) 
  [68-72] 
  Proper (natural colors of a beast, figure or monster; reroll if 
  inappropriate to the design) 
  [73-77] 
  Purpure (purple) 
  [78-82] 
  Sable (black) 
  [83-87] 
  Sanguine (blood red) 
  [88-91] 
  Tenne (tawny orange) 
  [92-95] 
  Vair (blue lozenges on white) 
  [96-99] 
  Vert (green) 
  [00] 
  Unorthodox Hue (pure brown, light red, bright orange, etc.) 
   
  Heraldic Tincture section complete.  If you are creating a level 1 character, click the 
  link below to Determine Starting Wealth. 
   Determination of Starting Wealth 
  Otherwise, if you are creating an NPC of level 2+ (or adding detail to an existing PC 
  of level 2+), click on the link below to proceed to the next relevant section, detailing 
  Cleanliness and Fashion. 
   Cleanliness and Fashion 
   
   
   
  
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  ~ 
   
  7 - 10 
  STEP 25:  DETERMINING STARTING WEALTH 
   
  In most old school FRPGs, starting wealth is based on a character’s class.  In this 
  slightly more advanced and coherent system, starting wealth is based on a character’s 
  social standing.  The amounts listed below are in the standard coin of the realm, typically 
  gold pieces. 
  
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  Simply roll the appropriate number of six-sided dice and then apply the listed 
  multiplier, if any, to determine each level 1 character’s starting number of gold pieces. 
   
   Social Standing 110 to 117 (the Under-Caste; for NPCs of level 1, typically 
  impossible for PCs):  Roll 1d6 (1 to 6 gp) 
   Social Standing 103 to 109 (Caste I, Lower Lower Class):  Roll 3d6 (3 to 18 gp) 
   Social Standing 97 to 102 (Caste I, Lower Lower Class):  Roll 3d6 x 2 (6 to 36 gp) 
   Social Standing 87 to 96 (Caste II, Middle Lower Class):  Roll 3d6 x 3 (9 to 54 gp) 
   Social Standing 79 to 86 (Caste III, Upper Lower Class):  Roll 3d6 x 5 (15 to 90 gp) 
   Social Standing 68 to 78 (Caste IV, Lower Middle Class):  Roll 3d6 x 10 (10 to 180 
  gp) 
   Social Standing 58 to 67 (Caste V, Middle Middle Class):  Roll (2d6+6) x 10 (70 to 
  180 gp) 
   Social Standing 49 to 57 (Caste VI, Upper Middle Class):  Roll 4d6 x 20 (80 to 480 
  gp) 
   Social Standing 42 to 48 (Caste VII, Lower Upper Class):  Roll 5d6 x 30 (150 to 
  900 gp) 
   (Please note that characters of higher social standing are never experience level 1, 
  so the concept of starting wealth is irrelevant.) 
   
  For players of fancy paladins and such:  Before you start jumping up and down 
  because your level 1 character has 500 gold pieces, do consider that any wealth above 300 
  gold pieces will be initially withheld.  Adventuring is not a life choice which wealthy 
  parents look favorably upon!  In any case where a level 1 character begins the game with 
  more than 300 gold pieces, you can assume that the character’s family, mentor or 
  protector holds back excess wealth while the new adventurer sets out.  Basically, these 
  protective figures are hoping that the poor fool will get this bad idea of “adventuring” 
  out of their system to come crawling home. 
  When the PC gains experience (not necessarily level 2) and returns safely from a first 
  adventure, the family / mentor / protector will relent, realizing that the character has 
  chosen a life path outside of tradition.  The mentor will then give the adventurer the 
  remainder of the wealth (an amount which typically goes toward training costs for level 
  advancement). 
   
  Starting wealth determination section complete.  Proceed to the next section, 
  involving a character’s cleanliness and fashion. 
  
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  7 - 11 
  STEP 26:  CLEANLINESS AND FASHION 
   
  This is a general descriptor of a character’s neatness.  As a matter of practicality, most 
  adventurers tend to be occasionally homeless and a bit on the scruffy side! 
  To determine a character’s cleanliness and level of fashion, roll once on the table 
  below. 
   
  [01-05] 
  Filthy 
  [06-10] 
  Dirty 
  [11-15] 
  Ragged 
  [16-20] 
  Disheveled 
  [21-25] 
  Rough 
  [26-35] 
  Unkempt 
  [36-45] 
  Rugged 
  [46-50] 
  Non-Descript / Plain 
  [51-60] 
  Clean 
  [61-70] 
  Neat 
  [71-75] 
  Fashionable 
  [76-80] 
  Imposing 
  [86-90] 
  Immaculate 
  [91-95] 
  Foppish / Preening 
  [96-00] 
  Dandyish / Painted / Obsessive 
   
  Low rolls will sometimes be modified, as follows: 
  
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  [1] If you roll lower than the character’s Charisma x 5, then treat the roll result as the 
  character’s Charisma score instead.  For example, if the character has Charisma 15 and a 
  33 is rolled, then the roll result of 33 (Unkempt) is changed to (15 x 5 =) 75 (Fashionable). 
  [2] In any case, a character’s Social Standing will affect the minimum result.  Increase 
  a character’s appearance based on Social Standing, as required, using the following 
  guidelines: 
   Lower Lower Class:  No lower limit, besides Filthy! 
   Middle Lower Class:  Minimum cleanliness level Ragged (11-15). 
   Upper Lower Class:  Minimum cleanliness level Disheveled (16-20). 
   Lower Middle Class:  Minimum cleanliness level Rough (21-25). 
   Middle Middle Class:  Minimum cleanliness level Unkempt (26-35). 
   Upper Middle Class:  Minimum cleanliness level Rugged (36-45). 
   Lower Upper Class:  Minimum cleanliness level Non-Descript / Plain (46-50). 
   Middle Upper Class:  Minimum cleanliness level Clean (51-60). 
   Upper Upper Class:  Minimum cleanliness level Neat (61-70). 
   
  Part 7 of the Dungeon Delver Enhancer is now complete.  Proceed to Part 8, which 
  details a character’s physical appearance. 
   
   
  
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   PART 8: 
   PHYSICAL APPEARANCE 
   
   
  The following steps — determining eye color, hair color and skin color — are 
  provided so that players and GMs alike can create quick yet unexpectedly unique 
  combinations of 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.  You can add more variety, if you 
  like, by rolling on the human tables (outside of the established orthodoxy of demi-human 
  appearance which I have adhered to). 
  For 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, blonde 
  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. 
   
  ~ 
   
  8 - 1 
  STEP 27:  DETERMINING EYE COLOR 
   
  There are separate sub-sections for each major character race, which follow hereafter. 
  Again, if you find these traditional demi-human selections too restricting, you can roll 
  on the devil-may-care human tables for maximum variety.
   
  Part 8 Introduction now complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, eye color determination. 
   Dwarven eye color 
   Elven eye color 
   Gnomish eye color 
   Half-Elven eye color 
  
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   Half-Orcish eye color 
   Halfling eye color 
   Human eye color 
   
  ~ 
   
  8 - 1 - 1 
  DWARVEN EYE COLORS 
   
  Roll 1d100 and consult the table below: 
   
  [01-05] 
  Blue 
  [06-25] 
  Gray-Green 
  [26-50] 
  Gray 
  [51-75] 
  Green 
  [76-90] 
  Hazel 
  [91-00] 
  Unusual Eyes (Non-racial colors, different colors, red/colorless, one eye 
  missing, etc.) 
   
  Eye color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, hair color determination. 
   Dwarven hair color 
   Elven hair color 
   Gnomish hair color 
   Half-Elven hair color 
   Half-Orcish hair color 
   Halfling hair color 
   Human hair color 
   
  ~ 
  
  P a g e  | 511 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  8 - 1 - 2 
  ELVEN EYE COLORS 
   
   (Please note that dark elves are not accounted for here; they have very different 
  coloration and very little individual differentiation, per the bestiaries.) 
  Roll 1d100 and consult the table below: 
   
  [01-10] 
  Dark Brown 
  [11-20] 
  Light Brown 
  [21-30] 
  Violet 
  [31-45] 
  Blue-Green 
  [46-60] 
  Gray-Green 
  [61-75] 
  Green 
  [76-85] 
  Hazel 
  [86-95] 
  Amber 
  [96-00] 
  Unusual Eyes (Non-racial colors, different colors, red/colorless, one eye 
  missing, etc.) 
   
  Eye color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, hair color determination. 
   Dwarven hair color 
   Elven hair color 
   Gnomish hair color 
   Half-Elven hair color 
   Half-Orcish hair color 
   Halfling hair color 
   Human hair color 
   
  ~ 
  
  512 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  8 - 1 - 3 
  GNOMISH EYE COLORS 
   
  Roll 1d100 and consult the table below: 
   
  [01-25] 
  Bright Blue 
  [26-50] 
  Blue 
  [51-75] 
  Gray Blue 
  [76-95] 
  Gray 
  [96-00] 
  Unusual Eyes (Non-racial colors, different colors, red/colorless, one eye 
  missing, etc.) 
   
  Eye color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, hair color determination. 
   Dwarven hair color 
   Elven hair color 
   Gnomish hair color 
   Half-Elven hair color 
   Half-Orcish hair color 
   Halfling hair color 
   Human hair color 
   
  ~ 
   
  8 - 1 - 4 
  HALF-ORC EYE COLORS 
   
  For those 10% of half-orcs which can pass as human, you should roll on the human 
  eye color table instead. 
  For the majority 90%, roll 1d100 and consult the table below: 
  
  P a g e  | 513 
   
   
   
   
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  KENT DAVID KELLY 
   
   
  [01-15] 
  Black 
  [16-30] 
  Gray 
  [31-45] 
  Pink 
  [46-60] 
  Red 
  [61-75] 
  Yellow 
  [76-00] 
  Unusual Eyes (Non-racial colors, different colors, goat iris, one eye 
  missing, etc.) 
   
  Eye color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, hair color determination. 
   Dwarven hair color 
   Elven hair color 
   Gnomish hair color 
   Half-Elven hair color 
   Half-Orcish hair color 
   Halfling hair color 
   Human hair color 
   
  ~ 
   
  8 - 1 - 5 
  HALFLING EYE COLORS 
   
  Roll 1d100 and consult the table below: 
   
  [01-25] 
  Dark Brown 
  [26-50] 
  Light Brown 
  [51-75] 
  Gray 
  
  514 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [76-95] 
  Hazel 
  [96-00] 
  Unusual Eyes (Non-racial colors, different colors, red/colorless, one eye 
  missing, etc.) 
   
  Eye color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, hair color determination. 
   Dwarven hair color 
   Elven hair color 
   Gnomish hair color 
   Half-Elven hair color 
   Half-Orcish hair color 
   Halfling hair color 
   Human hair color 
   
  ~ 
   
  8 - 1 - 6 
  HALF-ELVEN AND HUMAN EYE COLORS 
   
  Roll 1d100 and consult the table below: 
   
  [01-10] 
  Dark Brown 
  [11-20] 
  Light Brown 
  [21-25] 
  Violet-Blue 
  [26-35] 
  Blue 
  [36-45] 
  Gray Blue 
  [46-55] 
  Blue-Green 
  [56-65] 
  Gray-Green 
  [66-75] 
  Gray 
  
  P a g e  | 515 
   
   
   
   
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  KENT DAVID KELLY 
   
  [76-85] 
  Green 
  [86-95] 
  Hazel 
  [96-00] 
  Unusual Eyes (Non-racial colors, different colors, red/colorless, one eye 
  missing, etc.) 
   
  Eye color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, hair color determination. 
   Dwarven hair color 
   Elven hair color 
   Gnomish hair color 
   Half-Elven hair color 
   Half-Orcish hair color 
   Halfling hair color 
   Human hair color 
   
  ~ 
   
  8 - 2 
  STEP 28:  DETERMINING HAIR COLOR 
   
  Hair colors, like eye colors, are provided for demi-humans which fit the bestiary 
  descriptions.  If you want more variety, simply use the human coloration table instead.  
  Have fun! 
   
  ~ 
   
  8 - 2 - 1 
  DWARVEN HAIR COLOR 
   
  Roll 1d100 and consult the table below: 
   
  
  516 | P a g e  
   
   
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  KENT DAVID KELLY 
   
  [01-15] 
  Black 
  [16-30] 
  Black and Silver 
  [31-50] 
  Dark Brown 
  [51-65] 
  Light Brown 
  [66-80] 
  Gray 
  [81-90] 
  Silver 
  [91-00] 
  Unusual Hair (Beardless, bald, long braids, top-knotted, artificially 
  colored, etc.) 
   
  Hair color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, skin color determination. 
   Dwarven skin color 
   Elven skin color 
   Gnomish skin color 
   Half-Elven skin color 
   Half-Orcish skin color 
   Halfling skin color 
   Human skin color 
   
  ~ 
   
  8 - 2 - 2 
  ELVEN HAIR COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-15] 
  Black 
  [16-25] 
  Black and Silver 
  [26-40] 
  Dark Brown 
  
  P a g e  | 517 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [41-60] 
  Gold 
  [61-75] 
  Gold and Silver 
  [76-85] 
  Coppery Red 
  [86-95] 
  Coppery Red and Gold 
  [96-00] 
  Unusual Hair (Bald, long braids, top-knotted, artificially colored, etc.) 
   
  Hair color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, skin color determination. 
   Dwarven skin color 
   Elven skin color 
   Gnomish skin color 
   Half-Elven skin color 
   Half-Orcish skin color 
   Halfling skin color 
   Human skin color 
   
  ~ 
   
  8 - 2 - 3 
  GNOMISH HAIR COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-20] 
  Pure White 
  [21-40] 
  Whitish Gray 
  [41-60] 
  Silver White 
  [61-80] 
  Silver 
  [81-95] 
  Gray 
  
  518 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [96-00] 
  Unusual Hair (Bald, long braids, top-knotted, artificially colored, etc.) 
   
  Hair color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, skin color determination. 
   Dwarven skin color 
   Elven skin color 
   Gnomish skin color 
   Half-Elven skin color 
   Half-Orcish skin color 
   Halfling skin color 
   Human skin color 
   
  ~ 
   
  8 - 2 - 4 
  HALF-ORC HAIR COLOR 
   
  For those 10% of half-orcs which can pass as human, you should roll on the human 
  hair color table instead. 
  For the majority 90%, roll 1d100 and consult the table below: 
   
  [01-15] 
  Black 
  [16-30] 
  Black- and Brown-Patched 
  [31-45] 
  Dark Brown 
  [46-60] 
  Light Brown 
  [61-75] 
  Brownish-Red 
  [76-00] 
  Unusual Hair (Bald, long braids, top-knotted, artificially colored, etc.) 
   
  
  P a g e  | 519 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  Hair color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, skin color determination. 
   Dwarven skin color 
   Elven skin color 
   Gnomish skin color 
   Half-Elven skin color 
   Half-Orcish skin color 
   Halfling skin color 
   Human skin color 
   
  ~ 
   
  8 - 2 - 5 
  HALFLING HAIR COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-25] 
  Dark Brown 
  [26-50] 
  Light Brown 
  [51-75] 
  Blond-Brown 
  [76-95] 
  Brownish-Red 
  [96-00] 
  Unusual Hair (Bald, long braids, top-knotted, artificially colored, etc.) 
   
  Hair color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, skin color determination. 
   Dwarven skin color 
   Elven skin color 
   Gnomish skin color 
   Half-Elven skin color 
   Half-Orcish skin color 
   Halfling skin color 
  
  520 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   Human skin color 
   
  ~ 
   
  8 - 2 - 6 
  HALF-ELF AND HUMAN HAIR COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-10] 
  Black 
  [11-15] 
  Black and Silver 
  [16-25] 
  Dark Brown 
  [26-35] 
  Light Brown 
  [36-45] 
  Blond-Brown 
  [46-55] 
  Brownish-Red 
  [56-60] 
  Red 
  [61-70] 
  Blond-Red 
  [71-75] 
  Blond and Silver 
  [76-85] 
  Blond 
  [86-95] 
  Gray or Silver 
  [96-00] 
  Unusual Hair (Bald, long braids, top-knotted, artificially colored, etc.) 
   
  Hair color determination complete.  Click on the appropriate character for your 
  character’s race to proceed to the next section, skin color determination. 
   Dwarven skin color 
   Elven skin color 
   Gnomish skin color 
  
  P a g e  | 521 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   Half-Elven skin color 
   Half-Orcish skin color 
   Halfling skin color 
   Human skin color 
   
  ~ 
   
  8 - 3 
  STEP 29:  DETERMINING SKIN COLOR 
   
  Again, I really don’t care for real world racism, restrictions or realism when it comes 
  to skin color.  You can make things “realistic” if you like, but I prefer to roll up exotic 
  mixes for humans, while keeping the demi-humans more traditional.  Feel free to choose 
  instead of roll if you feel that it gives more cohesive (and still interesting) results. 
  Remember, it’s a game! 
   
  ~ 
   
  8 - 3 - 1 
  DWARVEN SKIN COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-25] 
  Ruddy 
  [26-50] 
  Tanned 
  [51-75] 
  Deep Tan 
  [76-95] 
  Light Brown 
  [96-00] 
  Unusual Skin (Scarred, tattooed, albino, burned, etc.) 
   
  
  522 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  Skin color determination complete.  Click on the link below to proceed to the next 
  section, Unusual Physical Characteristics. 
   Unusual Physical Characteristics 
   
  ~ 
   
  8 - 3 - 2 
  ELVEN SKIN COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-35] 
  Pale Complexion 
  [36-70] 
  Fair Complexion 
  [71-95] 
  Olive Complexion 
  [96-00] 
  Unusual Skin (Scarred, tattooed, albino, burned, etc.) 
   
  Skin color determination complete.  Click on the link below to proceed to the next 
  section, Unusual Physical Characteristics. 
   Unusual Physical Characteristics 
   
  ~ 
   
  8 - 3 - 3 
  GNOMISH SKIN COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-20] 
  Tanned 
  
  P a g e  | 523 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [21-40] 
  Deep Tan 
  [41-60] 
  Light Brown 
  [61-80] 
  Wood Brown 
  [81-95] 
  Gray Brown 
  [96-00] 
  Unusual Skin (Scarred, tattooed, albino, burned, etc.) 
   
  Skin color determination complete.  Click on the link below to proceed to the next 
  section, Unusual Physical Characteristics. 
   Unusual Physical Characteristics 
   
  ~ 
   
  8 - 3 - 4 
  HALF-ORC SKIN COLOR 
   
  For those 10% of half-orcs which can pass as human, you should roll on the human 
  skin color table instead. 
  For the majority 90%, roll 1d100 and consult the table below: 
   
  [01-15] 
  Tanned 
  [16-30] 
  Deep Tan 
  [31-45] 
  Light Brown 
  [46-60] 
  Dark Brown 
  [61-75] 
  Brownish-Green 
  [76-90] 
  Brownish-Blue 
  [91-00] 
  Unusual Skin (Scarred, tattooed, albino, burned, etc.) 
   
  
  524 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  Skin color determination complete.  Click on the link below to proceed to the next 
  section, Unusual Physical Characteristics. 
   Unusual Physical Characteristics 
   
  ~ 
   
  8 - 3 - 5 
  HALFLING SKIN COLOR 
   
  Roll 1d100 and consult the table below: 
   
  [01-25] 
  Fair Complexion 
  [26-50] 
  Olive Complexion 
  [51-75] 
  Ruddy 
  [76-95] 
  Tanned 
  [96-00] 
  Unusual Skin (Scarred, tattooed, albino, burned, etc.) 
   
  Skin color determination complete.  Click on the link below to proceed to the next 
  section, Unusual Physical Characteristics. 
   Unusual Physical Characteristics 
   
  ~ 
   
  8 - 3 - 6 
  HALF-ELF AND HUMAN SKIN COLOR 
   
  Roll 1d100 and consult the table below: 
   
  
  P a g e  | 525 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [01-10] 
  Pale Complexion 
  [11-20] 
  Fair Complexion 
  [21-35] 
  Olive Complexion 
  [36-50] 
  Ruddy 
  [51-65] 
  Tanned 
  [66-75] 
  Deep Tan 
  [76-85] 
  Light Brown 
  [86-95] 
  Dark Brown (Or ebony) 
  [96-00] 
  Unusual Skin (Scarred, tattooed, albino, burned, etc.) 
   
  Skin color determination complete.  Click on the link below to proceed to the next 
  section, Unusual Physical Characteristics. 
   Unusual Physical Characteristics 
   
  ~ 
   
  8 - 4 
  STEP 30:  UNUSUAL PHYSICAL TRAITS 
   
  These traits are designed to provide quirks, minor advantages, or disadvantages of 
  interest.  Of course, far more crippling traits can be included, such as blindness, deafness, 
  a missing limb, etc.; but such extreme states should be reserved for interesting NPCs and 
  not unfairly dealt to some ill-fated Player Character. 
  Roll 1d100 and consult the table below: 
   
  [01-03] 
  Albino 
  [04-06] 
  Allergic 
  
  526 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [07-09] 
  Alluring Voice 
  [10-11] 
  Asymmetrical Features 
  [12-13] 
  Birthmark (Hidden) 
  [14-15] 
  Birthmark (Visible) 
  [16-17] 
  Blind in One Eye 
  [18-22] 
  Classic Facial Shape (Heart-Shaped, Round, Vulpine, etc.) 
  [23-24] 
  Colorblind 
  [25-27] 
  Covered in Ritual Tattoos 
  [28-29] 
  Covered in Scars 
  [30] 
  Elongated Skull (from Birth Ritual) 
  [31-34] 
  Keen Eyesight 
  [35-38] 
  Keen Hearing 
  [39-42] 
  Large Facial Feature 
  [43-46] 
  Lightweight (Cannot Drink Alcohol) 
  [47-48] 
  Missing Finger(s) 
  [49-50] 
  Missing Toe(s) / One Leg Shorter 
  [51-54] 
  Older than Average 
  [55] 
  One-Eyed 
  [56] 
  Prophetic Birthmark 
  [57-60] 
  Queasy Stomach 
  [61-64] 
  Small Facial Feature 
  [65-66] 
  Strange Voice 
  [67] 
  Twelve Fingers 
  [68] 
  Twelve Toes 
  
  P a g e  | 527 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [69-70] 
  Unusual Coloration (Partial) 
  [71-73] 
  Unusual Ears 
  [74-76] 
  Unusual Eyes 
  [77-79] 
  Unusual Facial Bone Structure 
  [80-82] 
  Unusual Facial Hair (or Tattoos) 
  [83-85] 
  Unusual Mouth 
  [86-88] 
  Very Heavy 
  [89-91] 
  Very Short 
  [92-94] 
  Very Tall 
  [95-97] 
  Very Thin 
  [98-99] 
  Younger than Average 
  [00] 
  Something Truly Bizarre (Your Choice) 
   
  Unusual Physical Characteristic determination complete.  Proceed to Part 9, 
  involving Personality and Individualization. 
   
   
   
  
  528 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
   
  PART 9: 
  PERSONALITY AND INDIVIDUALIZATION 
   
   
  ~ 
   
   
  9 - 1 
  STEP 31:  IDEAS FOR OVERALL DEMEANOR 
   
  By now, you probably have at least a hazy view of who your character is; but just a 
  few personality descriptors can help to crystallize your view of the individual into 
  something memorable and enjoyable to role-play.  Some unexpected combinations, if 
  well-reasoned and -managed, can result in unforgettable personas.  You can have cruel 
  good characters, or kind-hearted evil characters, and figure out precisely under what 
  circumstances they react in those unusual ways.  In justifying oddities, you quickly learn 
  exactly what makes your character tick. 
  These ideas 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 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! 
  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! 
  These tables can be expanded (carefully) as needed, although there are already well 
  over 100 personality traits to choose from. 
   
  ~ 
   
   
  
  P a g e  | 529 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
   
  9 - 1 - 1 
  DEMEANOR TABLE 1 
   
  Remember 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. 
  Roll 1d100 on this table, and then roll on the following table as well. 
   
  [01] 
  Abrasive / Crass 
  [02-03] 
  Absent-Minded 
  [04] 
  Absurd 
  [05-06] 
  Agreeable / Avoiding Conflict 
  [07] 
  Aggressive / Wrathful 
  [08-09] 
  Ambitious 
  [10] 
  Angry 
  [11-12] 
  Apathetic 
  [13] 
  Arrogant / Proud 
  [14-15] 
  Ashamed 
  [16] 
  Black Sheep 
  [17-18] 
  Blasphemous / Heretical 
  [19] 
  Bored / Disinterested 
  [20-21] 
  Brave / Courageous 
  [22] 
  Callous / Cruel 
  
  530 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [23-24] 
  Calm / Unfazed 
  [25] 
  Capricious / Mischievous 
  [26-27] 
  Careless / Rash 
  [28] 
  Carousing / Partying 
  [29-30] 
  Cautious 
  [31] 
  Celibate / Sacred Oath (vow of chastity, exile, poverty, repentance, 
  silence, etc.) 
  [32-33] 
  Charitable / Generous 
  [34] 
  Cheerful / Optimistic 
  [35-36] 
  Competing / Dueling / Gambling 
  [37] 
  Compliant / Servile 
  [38-39] 
  Confident 
  [40] 
  Confused 
  [41-42] 
  Contemptuous 
  [43] 
  Contrary / Opinionated 
  [44-45] 
  Controlling / Domineering 
  [46] 
  Courteous / Polite 
  [47-48] 
  Cowardly / Craven 
  [49] 
  Curious / Inquisitive 
  [50-51] 
  Curious Habitual Behavior (humming, name dropping, singing, 
  snacking, writing everything down, etc.) 
  [52] 
  Daredevil / Thrillseeker 
  [53-54] 
  Deceitful / Deceptive 
  [55] 
  Decisive 
  
  P a g e  | 531 
   
   
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [56-57] 
  Devout / Pious 
  [58] 
  Diplomatic 
  [59-60] 
  Disturbed (deluded, exhibitionist, paranoid, pyromaniac, stalker, etc.) 
  [61] 
  Dreaming 
  [62-63] 
  Drunken 
  [64] 
  Eccentric 
  [65-66] 
  Eloquent 
  [67] 
  Embittered 
  [68-69] 
  Emotionless / Unreadable 
  [70] 
  Energetic 
  [71-72] 
  Envious / Jealous 
  [73] 
  Exacting / Precise 
  [74-75] 
  Excitable 
  [76] 
  Exotic 
  [77-78] 
  Fawning / Sycophantic 
  [79] 
  Fickle / Indecisive 
  [80] 
  Flamboyant 
  [81] 
  Flirtatious 
  [82] 
  Foolhardy 
  [83-84] 
  Forever Wandering 
  [85] 
  Foul / Rude 
  [86-87] 
  Friendly 
  [88] 
  Gentle 
  [89-90] 
  Greedy / Selfish 
  
  532 | P a g e  
   
   
  CASTLE OLDSKULL ~ DDE1 
  KENT DAVID KELLY 
   
  [91] 
  Gregarious / Extroverted 
  [92-93] 
  Guilty 
  [94] 
  Harboring a Great Secret (choose, be creative) 
  [95-96] 
  Hateful 
  [97-00] 
  Complex (roll twice, rerolling results above 96) 
   
  ~ 
   
  9 - 1 - 2 
  DEMEANOR TABLE 2 
   
  (Be sure to roll on Demeanor Table 1 before rolling on this table, and give the character 
  both traits.) 
  Roll 1d100, and consult the following table: 
   
  [01] 
  Heartbreaker 
  [02-03] 
  Hedonist / Pleasure Seeker 
  [04] 
  Helpful / Kindly 
  [05-06] 
  Home- /  Comfort-Loving 
  [07] 
  Honest / Truthful 
  [08-09] 
  Honorable 
  [10] 
  Hot-Tempered 
  [11-12] 
  Humble 
  [13] 
  Hungry for Knowledge 
  [14-15] 
  Hungry for Power 
  [16] 
  Insane / Obsessed 
  
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  [17-18] 
  Intolerant 
  [19] 
  Irritable 
  [20-21] 
  Lazy / Slothful 
  [22] 
  Lone Wolf 
  [23-24] 
  Lonely 
  [25] 
  Loquacious 
  [26-27] 
  Loyal to Family 
  [28] 
  Loyal to Friends 
  [29-30] 
  Loyal to Mentor / Liege 
  [31] 
  Lustful / Loving 
  [32-33] 
  Manipulative 
  [34] 
  Melancholy 
  [35-36] 
  Mentoring 
  [37] 
  Merciful 
  [38-39] 
  Miserly 
  [40] 
  Modest 
  [41-42] 
  Moody 
  [43] 
  Morose / Pessimistic 
  [44-45] 
  Naive / Trusting 
  [46] 
  Nervous 
  [47-48] 
  Neurotic 
  [49] 
  Odious Personal Habits (belching, kleptomaniac, scratching, smoking, 
  spitting, etc.) 
  [50-51] 
  Pacifist / Peace Seeker 
  
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  [52] 
  Paranoid 
  [53-54] 
  Perceptive / Shrewd 
  [55] 
  Protective 
  [56-57] 
  Pure / Ascetic 
  [58] 
  Reclusive / Introverted 
  [59-60] 
  Resigned 
  [61] 
  Reverent 
  [62-63] 
  Secretive 
  [64] 
  Self-Absorbed / Vain 
  [65-66] 
  Self-Sacrificing 
  [67] 
  Sensitive 
  [68-69] 
  Serious / Taciturn 
  [70] 
  Sleepwalker 
  [71-72] 
  Sloppy 
  [73] 
  Somber / Grave 
  [74-75] 
  Strange Eating / Sleeping Ritual 
  [76] 
  Stubborn 
  [77-78] 
  Studious 
  [79-80] 
  Suicidal 
  [81-82] 
  Superstitious 
  [83-84] 
  Survivalist 
  [85-86] 
  Suspicious 
  [87-88] 
  Tranquil / Unfazed 
  [89-90] 
  Trusting 
  
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  [91-92] 
  Unaware 
  [93-94] 
  Uncultured 
  [95-96] 
  Underdog (stands up for the unlucky and unwanted) 
  [97-00] 
  Complex (roll twice, rerolling results above 96) 
   
  Character demeanor determination complete.  Continue on to the next section, 
  Consideration of Likes and Preferences. 
   
  ~ 
   
  9 - 2 
  STEP 32:  CONSIDERATION OF LIKES AND 
  PREFERENCES 
   
  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: 
  [1] Roll once on Table 1, to determine the character’s first “like.” 
  [2] Roll once on Table 2, to determine the character’s second “like.” 
  [3] Roll once again on Table 1, to determine the character’s first “dislike.” 
  [4] Roll once again on Table 2, 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 
  
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  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 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 probably be kept a secret … but nevertheless, the temptation is always there. 
   
  ~ 
   
  9 - 2 - 1 
  LIKES AND DISLIKES TABLE 1 
   
  Roll 1d100, and consult the following table: 
   
  [01] 
  Animal & 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 & Relics 
  [07] 
  Arachnids (spiders, scorpions, etc.) 
  
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  [08-09] 
  Armor & Clothing 
  [10] 
  Art, Paintings & Music 
  [11-12] 
  Avians (birds, butterflies, bats, etc.) 
  [13] 
  Being Approached by Strangers 
   
   
   
   
  
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  [14-15] 
  Bitter & Savory Foods 
  [16] 
  Bladed Weapons (swords, knives, etc.) 
  [17-18] 
  Blunt Weapons (clubs, maces, sling stones, etc.) 
  [19] 
  Bones & Skulls 
  [20-21] 
  Books, Maps & Scrolls 
  [22] 
  Caves, Pits & Tombs 
  [23-24] 
  Charity 
  [25] 
  Chastity & Avoiding Indulgences 
  [26-27] 
  Children 
  [28] 
  Chivalry & Honor (or law, customs, etc.) 
  [29-30] 
  Clay, Porcelain & Pottery 
  [31] 
  Cleanliness 
  [32-33] 
  Clothing, Armor & Accessories 
  [34] 
  Cold & Winter 
  [35-36] 
  Cooking & Brewing 
  [37] 
  Crafting & Handiwork 
  [38-39] 
  Crowds, Towns & Cities 
  [40] 
  Day & Light 
  [41-42] 
  Dead Things (or killing, or interesting skeletons) 
  [43] 
  Demons & Devils / Occultism 
   
   
   
  
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  [44-45] 
  Depth, Seas & Oceans 
  [46] 
  Dirt & Messes (or disorder and destruction) 
  [47-48] 
  Dragons & Draconian Beasts 
  [49] 
  Drawing & Map Making 
  [50-51] 
  Dreams & Nightmares 
  [52] 
  Drinking & Feasting 
  [53-54] 
  Dwarves 
  [55] 
  Eccentric Behavior & Dress 
  [56-57] 
  Elves 
  [58] 
  Enclosed Spaces 
  [59-60] 
  Exotica (masks, flowers, glassware, heraldic objects, etc.; pick one) 
  [61] 
  Exploring & Traveling 
  [62-63] 
  Fabrics & Textiles (silk, tapestries, weaving, etc.) 
  [64] 
  Fasting & Disciplined Consumption 
  [65-66] 
  Fear & Thrill Seeking (may specify an activity) 
  [67] 
  Fire 
  [68-69] 
  Food (may specify a genre or type) 
  [70] 
  Fortune Telling & Omens 
  [71-72] 
  Foul Smells 
  [73] 
  Furs, Hides & Pelts 
  [74-75] 
  Gambling & Luck (or superstitions) 
  [76] 
  Gems & Jewelry 
  [77-78] 
  Ghosts & Undead 
  
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  [79-80] 
  Giants, Ogres & Titans 
  [81-82] 
  Gnomes 
  [83-84] 
  Gold & Precious Metals 
  [85-86] 
  Guilds & Secret Societies 
  [87-88] 
  Halflings 
  [89-90] 
  Healing 
  [91-92] 
  Heat & Summer 
  [93-94] 
  Heights, Hills & Mountains 
  [95-96] 
  Helpfulness (either for one’s self, or for others) 
  [97-98] 
  History & Lore 
  [99-00] 
  Roll Twice 
   
  ~ 
   
  9 - 2 - 2 
  LIKES AND DISLIKES TABLE 2 
   
  Roll 1d100, and consult the following table: 
   
  [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 & Vermin (beetles, centipedes, worms, etc.) 
  [08-09] 
  Instruction & Mentorship 
  
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  [10] 
  Jokes & Mischief 
  [11-12] 
  Keepsakes & Souvenirs 
  [13] 
  Loud Noises 
  [14-15] 
  Loyalty & Fealty 
  [16] 
  Luxuries (furs, incense, perfumes, etc.; pick one) 
  [17-18] 
  Magic 
  [19] 
  Men & Male Companionship 
  [20-21] 
  Mercy 
  [22] 
  Metalwork & Smithing 
  [23-24] 
  Mirrors & Reflections 
  [25] 
  Monsters (of one specified type) 
  [26-27] 
  Night & Darkness 
  [28] 
  Nobility & Authority 
  [29-30] 
  Oaths & Vows 
  [31] 
  The Ocean 
  [32-33] 
  Old People & Aging 
  [34] 
  Open Spaces 
  [35-36] 
  Pain 
  [37] 
  Plants & Trees 
  [38-39] 
  Poverty (or asceticism) 
  [40] 
  Purity 
  [41-42] 
  Rain, Lightning & Thunder 
  [43] 
  Ranged Weapons (bows, arrows, slings, etc.) 
  [44-45] 
  Reading & Writing 
  
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  [46] 
  Relics & Antiquities 
  [47-48] 
  Religion & Ceremony 
  [49-50] 
  Repentance 
  [51-52] 
  Reptiles & Amphibians (lizards, salamanders, etc.) 
  [53-54] 
  Rest & Sleep 
  [55-56] 
  Runes, Hieroglyphs & Symbols 
  [57-58] 
  Seeking 
  [59-60] 
  Silence 
  [61-62] 
  Singing & Dancing 
  [63-64] 
  Sleep 
  [65-66] 
  Solitude 
  [67-68] 
  Spices & Perfumes 
   
   
   
   
  
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  [69-70] 
  Stone Engraving, Masonry & Sculpture 
  [71-72] 
  Stories, Tales & Poetry 
  [73-74] 
  Strangers 
  [75-76] 
  Sweets & Candies 
  [77-78] 
  Swimming & Water 
  [79-80] 
  Tattooing & Body Ornamentation 
  [81-82] 
  Theft & Stealing 
  [83-84] 
  Tools & Unusual Implements 
  [85-86] 
  Trophies & Trophy Hunting 
  [87-88] 
  Unusual Monsters (may specify a type or classification) 
  [89-90] 
  Vengeance 
  [91-92] 
  Wide Open Spaces 
  [93-94] 
  Wine & Beverages 
  [95-96] 
  Women & Female Companionship 
  [97-98] 
  Wood Carving & Carpentry 
  [99-00] 
  Roll Twice 
   
  Determination of likes complete.  Continue on to the next section, Consideration of 
  Dislikes and Fears. 
   
   
  
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  ~ 
   
  9 - 3 
  STEP 33:  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. 
   
  Click here to return to Likes and Dislikes Table 1. 
  Once you have determinined a character’s dislikes, proceed to the next section, 
  Preferred Culture and Company. 
   
  ~ 
   
  9 - 4 
  STEP 34:  PREFERRED CULTURE AND COMPANY 
   
  The following table provides some insight into the types of companions that the 
  character prefers, secretly admires, is interested by, or at least respects.  Again, seemingly 
  conflicting results can be either rerolled or explained as desired. 
  Roll 1d100, and consult the following table: 
   
  [01-05] 
  Alone / Solitude (reroll if not appropriate for demeanor) 
  [06-10] 
  Animals 
  [11-15] 
  Caravans / Merchant Clans 
   
  
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  [16-20] 
  Clan (may specify a human clan in the campaign, a trade, or a demi-
  human race) 
  [21-25] 
  Class (often same as the character, but not always) 
  [26-30] 
  Family 
  [31-35] 
  Females 
  [36-40] 
  Friends 
  [41-45] 
  High Society 
  [46-50] 
  Knightly Order / Priesthood 
  [51-55] 
  Low Types / Criminals (or for high class individuals, “slumming” with 
  a lower social standing hierarchy 
  
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  [56-60] 
  Males 
  [61-65] 
  Nobility / Royalty (if too low to join nobility, idolizes or even 
  impersonates) 
  [66-70] 
  Race (not necessarily same as the character) 
  [71-75] 
  Realm / Nation (not necessarily of birth) 
  [76-80] 
  Rustic / Rural Folk 
  [81-85] 
  Secret Society 
  [86-90] 
  Trade (mutual interest, perhaps the same as the character’s secondary 
  skill) 
  [91-95] 
  Tribe / Lost Culture (all, or may specify) 
  [96-00] 
  Urban / City Folk 
   
  Determination of preferred culture and company complete.  Simply continue from 
  section to section hereafter, completing your character’s customization process.  You’ll 
  be done in a few minutes! 
   
  ~ 
   
  9 - 5 
  STEP 35:  SPEECH PATTERNS 
   
  Sometimes, after envisioning many things about a PC (or NPC), the player (or GM) 
  may still find that the character is difficult to begin portraying in the game.  The usual 
  stumbling block involves speech patterns and vocal mannerisms, because RPGs involve 
  people sitting at a table and talking to one another! 
  It’s an easy fix, though.  The following descriptions of speech patterns and 
  mannerisms can help the player or GM to role-play the individual in question. 
  Roll 1d100, and consult the following table: 
  
  
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  [01-03] 
  Abusive (jokingly?) 
  [04-06] 
  Amusing 
  [07-09] 
  Apologetic 
  [10-12] 
  Brutally Honest 
  [13-15] 
  Chivalrous 
  [16-17] 
  Complimentary 
  [18-20] 
  Contrary / Argumentative 
  [21-23] 
  Cynical 
  [24-25] 
  Cryptic / Riddling 
  [26-28] 
  Deceptive 
  [29-30] 
  Diplomatic (sincerely?) 
  [31-32] 
  Endless Talker / Chatterbox 
  [33-34] 
  Fast Talker 
  [35-36] 
  Heretical / Profane 
  [37-39] 
  Interrupting 
  [40-42] 
  Loud 
  [43-45] 
  Lyric / Poetic 
  [46-48] 
  Meandering 
  [49-51] 
  Mimicking / Echoing 
  [52-53] 
  Mumbling 
  [54-56] 
  Musical / Singing 
  [57-58] 
  Nonsensical (either asides, or just completely unfathomable) 
  [59-60] 
  Placating / Sycophantic 
  [61-63] 
  Offensive 
  
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  [64-66] 
  Opinionated 
  [67-68] 
  Questioning 
  [69-70] 
  Quiet 
  [71-73] 
  Sarcastic 
  [74-76] 
  Self-Absorbed 
  [77-79] 
  Silent 
  [80-82] 
  Slow Talker 
  [83-84] 
  Stuttering 
  [85-87] 
  Suggestive / Lewd 
  [88-89] 
  Surreal 
  [90-92] 
  Taunting 
  [93-95] 
  Unpredictable / Random 
  [96-97] 
  Whispering 
  [98-00] 
  Wise 
   
  ~ 
   
  9 - 6 
  STEP 36:  REVIEW AND JUSTIFICATION OF APPARENT 
  PARADOXES 
   
  Now that you have gone through the last several hundred pages of character detail, 
  it is time to review all of the random results.  Randomness is a powerful tool, but with 
  mindless application it can produce garbage results from time to time.  Your intelligence 
  and creativity will fix that. 
  At this point, as you review your character notes you are mostly looking for synergies 
  and discordant combinations.  Do two unexpected pieces of information (for example, a 
  background of “orphan” and a dislike of “elves”) perhaps have a story behind them?  Or, 
  
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  do two details (a personality descriptor of “pacifist” and a character class of “assassin”) 
  conflict with one another to such a degree that a justification of the paradox is perhaps 
  impossible? 
  Whatever you decide, you should take this time to exercise your creativity.  Keep in 
  mind that classic fantasy characters run the gamut of human nature.  Sir Lancelot was 
  nearly perfect, but his lust for another woman doomed an entire kingdom.  Sir Robilar 
  began as a fighter for the causes of law and justice, but over time he became calculating 
  and evil. 
  Consider also the now-cliché tropes inherent in Conan the barbarian.  He is manly, 
  fearless, lusty, daring, unstoppable and completely untied from family and kingdom 
  (except for the one he rules on his own).  Michael Moorcock’s Elric, however, was 
  intentionally designed to undermine all of these tropes:  where Conan is strong, Elric is 
  weak; where Conan fears evil magic, Elric embraces it.  Where Conan is tanned and in 
  perfect health, Elric is pale and sickly; where Conan is forthright and sincere, Elric is 
  elusive and sarcastic.  Neither one of these characters is more fascinating than the other; 
  they just represent polar opposites of the entire realm of possibility. 
  Consider such archetypes, and the infinite possibilities between their diametrically 
  opposed natures, when you are working out the meaning of your character’s random 
  description.  And, as always, whenever you completely disagree with a result you can 
  always reroll or choose something which makes more sense.  The purpose is to create a 
  character which is completely unexpected, yet familiar enough in a few respects that you 
  will want to role-play and discover that individual’s waiting destiny. 
  
  
  
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  PART 10: 
  FELLOWSHIPS AND FAREWELL 
   
  ~ 
   
   
  10 - 1 
  STEP 37:  NAMES FOR PARTIES AND FELLOWSHIPS 
   
  Now that your character is nearly complete, you can expect to have a very 
  entertaining time introducing him or her to your fellow players.  If you are either (a) a 
  player who is creating a new character as a member of an adventuring party, or (b) a 
  Game Master who has devised an NPC that belongs to some mysterious power group, 
  you can use the following system to suggest a name for the character’s cabal, secret 
  society, or brotherhood / sisterhood of origin. 
  Or, if all the players agree, you can use this section to name the entire party.  It works 
  for NPC parties and mercenary companies, too. 
  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 for the greatest number 
  of combinations possible, not for 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 virtually demand that 
  you strive to live up to the name. 
  This system is provided as dessert, intended to follow the laborious feast of character 
  creation.  These are the tables that I recommend you roll on a lot ... A LOT ... while you’re 
  waiting to play.  Enjoy! 
   
  ~ 
   
  10 - 1 - 1 
  PARTY NAMES TABLE 1:  ADJECTIVES 
   
  Roll 1d100, and consult the following table.  Revisit this table if you roll a noun that 
  you like, but the adjective does not fit well. 
  
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  For particularly obnoxious or pompous names, roll twice. 
   
  [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 Bloodied or The 
  Bloodjaw 
  [11] 
  The Blinded 
  [12] 
  The Blinding 
  [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 
  
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  [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 
  
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  [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 
   
  ~ 
   
  10 - 1 - 2 
  PARTY NAMES TABLE 2:  NOUNS 
   
  Roll 1d100, and consult the following table. 
   
  [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 
  
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  [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 
   
   
   
   
  
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  [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 
   
   
   
   
  
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  [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 
  [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 
  
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  [95] 
  Wardens or Warders 
  [96] 
  Warhounds or Warmongers 
  [97] 
  Wastelanders or Watch 
  [98] 
  Watchers or Way 
  [99] 
  Wayfarers or Wisdom 
  [00] 
  Wolves or Wolverines 
   
  ~ 
   
  10 - 2 
  STEP 38:  RECORDING THE FINALIZED INFORMATION 
   
  If you have not already, you should record all of your character’s information in your 
  notebook (or word processor, or computer program, or your Dungeon Delver Enhancer 
  sheet). 
  You may want to transfer data from your notes into the character sheet directly, or 
  perhaps just append a full printed DDE form.  (Permission is hereby granted for you to 
  make unlimited copies of my own DDE sheet, and to customize it in any way you see fit.  
  I can e-mail you templates if you need them.) 
  This is your best and last chance to rethink random results, or remove things that 
  don’t quite fit with your conception of the character.  With this much detail, you should 
  now be quite close to picturing your character fully, and getting ready to play in the next 
  game! 
   
  ~ 
   
  10 - 3 
  STEP 39:  WRITING AN OPTIONAL DESCRIPTION 
   
  Now that you have all of the details pertaining to the character, you can (if you like) 
  write a full multi-paragraph description of the character.  I recommend that this process 
  be used solely for Player Characters and top-level NPCs.  For an example of creating a 
  description from generated content, please refer to section X-5 hereafter. 
  If you would like assistance with organizing all of this information with an eye toward 
  descriptive writing, I recommend the following sheet, which I term DDE2: 
   
   
  
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  You can always add more detail if you like.  The fields can be filled as follows: 
  Name:  First name, family name, epithet. 
  Description:  Strength descriptor, Dexterity descriptor, Constitution descriptor, and 
  perhaps Charisma descriptor.  Handedness.  Cleanliness.  Unusual physical trait.  Eye 
  color, hair color, skin color. 
  Personality:  Epithet.  Intelligence descriptor, Wisdom descriptor, and perhaps 
  Charisma descriptor.  Details on the famous historical ancestor, if any.  Demeanor, likes, 
  dislikes, preferred company and manner of speech. 
  
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  History:  Class theme.  Background, Useful Secondary Skill.  Languages and Social 
  Standing. 
  Skills:  Fighting Style, initial repertoire of spells.  Class and race talents, if any. 
  Clustering the information in this way makes it easier to write the detailed 
  description, as I will show in section X-5. 
   
  ~ 
   
  10 - 4 
  STEP 40:  GO PLAY! 
   
  And now, you’ve completed the entire character enhancement process.  How much 
  clearer of a picture do you have of your unique creation now that you’ve considered so 
  many facets of personality? 
  I hope you found the (perhaps lengthy, especially the first time!) process enjoyable 
  and enlightening.  You may well have some further ideas on how to improve the systems 
  I have provided, and some thoughts on how to accelerate the character creation method 
  for your second time through the book.  It usually only takes me a short while to use this 
  book to create additional characters, as the “kitchen sink” approach is not always needed 
  once you understand the systems and how they interlock with one another. 
  Hopefully, you now have a detailed, colorful, fun, and intriguing character that you’re 
  dying to play with.  So go forth, share with your friends, and have fun! 
  And if you recommend this book to them, I am grateful for it. 
   
  ~ 
   
  10 - 5 
  AN EXAMPLE OF TOTAL OUTPUT 
   
  This section is devoted to showing how I personally use the entire DDE system to 
  create a detailed character from purely random content.  I will create a sample character 
  here, in depth, as an example of roll interpretation and improvised further detail. 
  For inspiration, we’ll go back to our dear friend “Kronx” from much earlier on.  I will 
  intentionally make Kronx the most boring, trope-infested and lifeless character that I can 
  
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  think of:  a human male fighter, with no special abilities, played by a player who has no 
  investment in his character’s depth or motivations. 
  In other words, he’s the most boring and uninspired character in the history of the 
  world.  That’s his only unique distinction. 
  Let’s move through the character creation process and see what we can do with this 
  unpromising material. 
  First, we get rid of that terrible name.  I instead roll on the name tables, giving him a 
  Latinized Swiss name.  Rolling some more, I find that his name is Glaudius Tindroz. 
  Keep in mind that I cannot publish the full old school FRPG character generation rules 
  that I’m using here (for reasons of copyright and intellectual property).  Rather, let us just 
  say that I have already rolled this fighter’s ability scores outside of the DDE process.  The 
  results are as follows:  Strength 16, Intelligence 13, Wisdom 8, Dexterity 15, Constitution 
  17 and Charisma 10.  He is Chaotic Neutral. 
  I roll on the epithet table to get a first peek at his personality, and the roll shows that 
  I will give him an epithet based on his second / ethical alignment, which is Neutral.  I 
  then roll on the appropriate epithet table, giving a result of The Negotiator.  So his full 
  name is Glaudius Tindroz the Negotiator. 
  Next, I select descriptors which reflect his ability scores, as follows:  Stalwart (Strength 
  16), Witty (Intelligence 13), Misled (Wisdom 8), Graceful (Dexterity 15), Tireless 
  (Constitution 17) and Plain (Charisma 10). 
  I then roll for his handedness, and the result indicates that he is right-handed. 
  Next I give him a class theme, which ends up being Man-at-Arms.  I roll his Useful 
  Secondary Skill, which turns out to be Trader / Barterer. 
  Being human, his Intelligence of 13 means that he knows 3 languages in addition to 
  the Common Tongue and Chaotic Neutral.  Rolls reveal that he knows 1 common 
  language, 1 uncommon language and 1 rare language.  Further rolls on the appropriate 
  tables give us results of Halfling, Gargoyle, and Nixie. 
  His fighting style, by roll, is Merciless Cruelty (Long Sword, Long Bow and Shield). 
  Moving on, I now roll his background.  The resulting roll means that he has a common 
  background, and a further roll gives the result of Father Slain.  His famous ancestor is an 
  Illusionist.  This means that his family has a traditional and prideful interest in practical 
  jokes, imaginary landscapes, sleight of hand, juggling and so forth.  It turns out that the 
  famous ancestor was female, and her name (from a roll on the Swiss given name table, 
  his family bloodline) was Perreta. 
  
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  I next determine his Social Standing.  After a chat with the GM, I learn that the GM 
  wants to assign the Social Standing for his campaign, so I don’t roll.  He is of the 
  Respected Citizenry, Gentlefolk and Gentry. 
  Now, we will give Glaudius and his family a coat of arms.  The first heraldry roll 
  indicates that the family symbol is a heraldic charge.  A further roll indicates that the 
  charge is the Cross Flory, which is a cross with pointed ends.  I roll on the color table 
  once, and my roll means that the cross’s color is Vair (Blue Lozenges on White).  I decide 
  to roll again on the color table, and the result means that the background of the symbol 
  would be another white and blue pattern.  I sketch it out with pencil and crayon and 
  decide this is too messy, so I roll again.  My next roll indicates Or (Gold).  The family coat 
  of arms is a Cross Flory in Vair, on a background Or. 
  A snooty heraldry professor might well look at my crayon-inscribed fantasy shield 
  and laugh, which would earn him a hearty slap in the face.  It’s a game, dude.  Go write 
  your own book. 
  Next, I roll Glaudius’s starting wealth.  His Social Standing of means that I will roll 3 
  6-sided dice (3d6) and multiply by 10.  My rolls of 4, 3 and 6 mean that he has 130 gold 
  pieces to his name.  This is under the too-high gold piece threshold for starting Player 
  Characters, so we know that he has full access to all of his personal wealth. 
  Next, I roll his cleanliness and fashion.  My roll means that he is Elegant.  His 
  Charisma is only 10; if I had rolled lower than 50, I would raise the roll to 50.  His Social 
  Standing also means that if his roll had been lower than 36, I would have raised it to 36.  
  Since neither of these is the case, the roll of 77 stands and he is Elegant. 
  It is now time to determine his physical appearance.  Rolls show that his eyes are dark 
  brown, his hair is gray or silver, and his skin is deep tan.  I roll for an unusual physical 
  trait, and my roll means that he is Younger than Average. 
  I now move on to determining his personality.  I decide to roll twice on each demeanor 
  table, which will give me four major personality aspects to contend with.  On table 1, the 
  rolls are show that he is Hateful and Contemptuous.  On table 2, the rolls reveal that he 
  is also Lonely and Sloppy.  I decide that Sloppy does not fit with Elegant, so I roll again.  
  A new roll shows that he is Reverent instead. 
  Now, I determine his likes and dislikes.  Further rolls show that he likes Fabrics & 
  Textiles (silk, tapestries, weaving, etc.) and Tattooing & Body Ornamentation.  He dislikes 
  Exotica (masks, flowers, glassware, heraldic objects, etc.; I will pick one) and Honesty. 
  Further rolls show that he prefers the company of Females.  His speech is 
  Complimentary. 
  It is now time to turn all of these random results into a cohesive character study. 
  
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  To do this, I first write out his details using sheet DDE2 as follows: 
  Name:  Glaudius Tindroz the Negotiator. 
  Description:  Stalwart, graceful, tireless and plain.  Right-handed.  Elegant.  Younger 
  than average.  Dark brown eyes, silver hair, deep tan skin. 
  Personality:  Negotiator.  Witty and misled.  Famous historical ancestor, Perreta the 
  Illusionist.  Hateful, contemptuous, lonely, reverent.  Likes fabrics, textiles, tattooing and 
  body ornamentation.  Dislikes heraldic objects and honesty.  Prefers the company of 
  women.  Complimentary in speech. 
  History:  Man-at-arms, trader, barterer.  Learned languages of Halfling, Gargoyle and 
  Nixie.  Father slain.  Social Standing 5. 
  Skills:  Fighting Style — Merciless Cruelty. 
  From this, I am ready to devise a character study: 
  Glaudius Tindroz, known to many as the Negotiator, is upon one’s first encounter an 
  unpleasant and yet intriguing man.  In appearance, he is stalwart, graceful and tireless, 
  though plain.  He makes himself attractive with fine tattoos to accentuate his cheekbones, 
  and his elegant manner of dress.  His haunted eyes are of deepest brown, and his tanned 
  skin is a reflection of his years spent out in the sun and the wind.  The most remarkable 
  feature, setting off his young face, is his startlingly silver hair.  He is quite proud of this 
  curious legacy — a strangeness which marks him as a grandson of the great illusionist, 
  Perreta of the Thousand Masks — and wears his hair long and straight, bound with a 
  silver clasp. 
  Glaudius is witty, yet not as clever as he believes himself to be.  He is oft 
  contemptuous of lesser men, but due to his loneliness he takes great comfort in the 
  presence of women, young or old.  Despite what some may think, he is a reverent man 
  who both fears and honors his chosen god in great secrecy.  He is an exile shamed away 
  from his family, and as such he now despises his own bloodline’s coat of arms.  Some say 
  he was cast out of Clan Tindroz because he accidentally killed his own father with his 
  drunken carelessness, yet no one dares to question him on this matter.  The mystery 
  remains. 
  The Tindroz live in the small and petty Barony of Thesselwaite, a rich mountain valley 
  between two greater rival kingdoms.  Due to this precarious state of affairs, the peoples 
  of Thesselwaite are known as excellent diplomats.  Glaudius is thus “surprisingly” skilled 
  in parley despite his wanting wisdom, and will even seek a truce with monsters and 
  humanoids at times when others might simply flee or try to run them through.  Like most 
  denizens of Thesselwaite, Glaudius knows the language of the Halflings — for they 
  comprise nearly half of the Barony’s population — and even the tongue of the dangerous 
  
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  Nixies that dwell beneath the mountain waterfalls.  From childhood, he caused fear in his 
  kith and rivals alike by demonstrating knowledge of the Gargoyle tongue as well.  This, 
  as something he “just knows,” is yet another sign that the blood of that strange grand-
  matriarch Perreta still runs strong in her chaotic offspring. 
  Glaudius was raised comfortably and well as a two-faced — er, diplomatic — 
  merchant, much like his father had been; but his sudden exile sent him into desperate 
  straits.  He became a man-at-arms in the service of Lord Gwydion of Firefall, and in 
  service to that city-state he learned well the ways of the blade and the bow. 
  Perhaps Glaudius’ second most renowned trait, after his skills in parley, is his 
  unforgiving hatred.  He is slow to anger, but when he does he is driven nearly mad with 
  the thirst for vengeance.  This uncontrollable fury causes many to whisper:  what fate 
  truly befell his father those few years ago?  For it is said, if only by the most daring of 
  fools, that Sire Tindroz was a secret traitor to the cause of Thesselwaite, and that he was 
  preparing to sell out his clan to House Derethur on the very night that he lost his footing 
  on the Pariel Cliffs. 
  None know the truth, including this player.  More details to Glaudius’ personality 
  will be added after the game begins.  For Glaudius has quit the service of Lord Gwydion 
  to seek his fortune with a daring new company of adventurers, the Darkmoor 
  Deliverance.  What will befall him as he answers the call of this perilous new fate? 
  Behold, Kronx is gone, the “level 1 human fighter with no personality” trope is gone 
  as well.  Glaudius, in his place, is quite interesting.  Interesting enough to play?  I would 
  say yes … 
  And there you have it.  Have fun coming up with your own character descriptions! 
   
   
  
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  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 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. 
  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. 
  
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  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. 
   
   
  
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  OTHER BOOKS 
  BY KENT DAVID KELLY 
   
  This book was a labor of love, and like all of my works it has been self-published.  
  Notoriously, online vendors do not always play nicely with one another, and sadly you 
  must know that I cannot provide you with exhaustive links to the various sites where 
  all of my various books are sold.  (And I kindly ask that you please not pirate my 
  works, as that takes money and security away from my family.)  But I can provide you 
  with the titles, and you can go exploring on your own to discover my other works!  
  Google is a beautiful thing.  My available books, as of early 2017, include: 
   
  [1] Arachne:  A Pyre of Angels 
   
  CASTLE OLDSKULL FRPG GAMING SUPPLEMENTS 
  [2] City-State Encounters (CSE1) 
  [3] The Classic Dungeon Design Guide (CDDG1) 
  [4] Dungeon Delver Enhancer (DDE1) 
  [5] Game World Generator (GWG1) 
  [6] The Great Dungeon Bestiary (CDDG2) 
  [7] Mega-Dungeon Monsters & Treasure (MDMT1) 
  [8] The Pegana Mythos (PM1) 
  [9] Treasure Trove:  The Book of Potions (TT1) 
   
  [10] The Complete Alice in Wonderland 
  (and many other public domain author editions, published under the Wonderland Imprints 
  blazon) 
   
  [11] Cthulhu in Wonderland 
   
   
  
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  DUNGEON MASTER’S GUILD GAMING SUPPLEMENTS 
  [12] City State Creator I (ELD2) 
  [13] City State Creator II (ELD3) 
  [14] Dungeon Crucible:  Random Dungeon Name Generator (DC1) 
  [15] Guy de Gaxian’s Dungeon Monsters:  Level 1 (GG1) 
  [16] Old School Dragons:  Molting Wyrmlings (DR1) 
  [17] Oldskull Rogues Gallery I (ORG1) 
  [18] Oldskull Rogues Gallery II (ORG2) 
  [19] 1,000 Rooms of Madness (DC2-S) 
  [20] Random City State Events (ELD1) 
  [21] Random Treasure Trove Generator (RTT1) 
  [22] Spawning Pool of the Elder Things (SP1) 
  [23] Treasure Trove 1:  Challenge 1 Treasures (TT1) 
  [24] Treasure Trove 2:  Challenge 2 Treasures (TT2) 
  [25] Treasure Trove 3:  Challenge 3 Treasures (TT3) 
   
  [26] From the Fire:  An Epic Novel of the Nuclear Holocaust 
   
  HAWK & MOOR: 
  THE UNOFFICIAL HISTORY OF DUNGEONS & DRAGONS 
  [27A] Book 1:  The Dragon Rises 
  [27B] Book 1:  The Dragon Rises, Deluxe Edition 
  [28A] Book 2:  The Dungeons Deep 
  [28B] Book 2:  The Dungeons Deep, Deluxe Edition 
  [29] Book 3:  Lands and Worlds Afar 
  [30] Book 4:  Of Demons & Fallen Idols 
  [31] Book 5:  Age of Glory 
  [32] The Steam Tunnel Incident 
  
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  KENT DAVID KELLY 
   
   
  THE LYRIC BOOKS OF SHADOW 
  [33] I:  For the Dark Is the Light 
  [34] II:  The Summoning of Dark Angels 
   
  [35] The Necronomicon:  The Cthulhu Revelations 
   
  (Various other books are out of print, being reworked, stuck in a closet half-completed, or stuck 
  inside my head …) 
   
  Please consider telling at least one friend about my books, and please leave me a review 
  if you particularly enjoyed a title!  Authors live and die by their reviews, and I 
  appreciate your readership!  Until next time … 
   
  K 
   
   
  
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  Castle Oldskull – Old School FRPG Supplements 
  (at DriveThruRPG.com) 
   
  CSE1 
  City State Encounters 
   
  DDE1 
  Dungeon Delver 
  Enhancer 
   
  GWG1 
  Game World Generator 
   
   
  BDT1 
  The Book of Dungeon 
  Traps 
   
  CDDG1 
  The Classic Dungeon 
  Design Guide 
   
  PM1 
  The Pegana Mythos 
   
  
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  HM1 
  Hawk & Moor Book 1 
   
   
  KENT DAVID KELLY    
  WONDERLAND 
  IMPRINTS 
   
  OSR 
   
   
  HM2 
  Hawk & Moor Book 2 
   
   
   
  
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  KENT DAVID KELLY 
   
   
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull Dungeon Delver Enhancer.pdf