TEXT: Historia Rodentia
  
  A Brushfire supplement for the Legend roleplaying system.
  Edition 1.0
  Copyright © 2011-2012 by On The Lamb Games
  All rights reserved. No part of the contents of this book may be 
  reproduced or transmitted in any form or by any means, including 
  recording or by any information storage and retrieval without written 
  permission from the author.
  First Printing - June 2012
  Written by
  Matthew Whitehouse
  Emily Fontana
  With Assistance from
  Nick Hedge
  Daniel Fokine
  Pedro Panzardi
  Joe Saloom
  Wes Taylor
  Will Warren
  Art by
  Heath Foley
  Noah Page
  James Kaiser II
  Contents
  Adventurer Creation 
  3
  Species of Eutheria 
  4
  World Mechanics 
  12
  Politics 
  18
  Exemplarism 
  25
  Tactical Actions 
  32
  Equipment 
  39
  World Map 
  58
  History of the World 
  60
  Organizations 
  74
  The Empire of Aquitar 
  103
  The Civitan Trade Alliance 
  119
  The Sultanate of Scyzantium  133
  The Vandalands 
  152
  Campaigns 
  168
  Exonomicon 
  170
  
  2
  Brief Overview of Historia Rodentia
  Historia Rodentia is a roleplaying supplement for the Legend 
  roleplaying system. It provides background and mechanics for playing 
  in the Brushfire universe, a setting where animals live and war like 
  humans of the 19th Century. Unlike standard roleplaying settings that 
  focus on a small band destroying monsters and exploring dungeons, 
  Historia Rodentia sets Adventurers on the world stage, navigating 
  political intrigue and fighting wars with thousands of lives at stake. The 
  flavor of the world mixes equal parts real history with animal adventure 
  stories like the Redwall series, The Secret of NIMH, or American Tail. The 
  setting is appropriate for Adventurers of all ages but an enjoyment of 
  history and parody is a great asset.
  Changes from Legend
  Very little of the core mechanics have been changed from Legend to 
  Historia Rodentia but a number of new features are included in this book:
  - The different species that an Adventurer can be, requiring falling 
  within a certain size bracket to ‘take’ that species during Adventurer 
  Creation.
  - Magic is unknown in Historia Rodentia except to frauds and 
  charlatans. To replace magic, Tactical Abilities, Politics and Exemplarism  
  are detailed in this book.
  - Organizations expand upon cults and guilds, covering major 
  political, military, religious and scientific institutions in the Brushfire 
  universe.
  - A focus on firearms is also a change from Legend as weapons 
  technology from the 19th century is very different from the exotic black 
  powder weapons of the medieval age.
  - Four new advanced skills have also been added, two each paired to 
  Politics and Exemplarism. These skills play off the military and political 
  scope of Historia Rodentia helping Adventurers command soldiers and 
  call in favors from their allies.
  
  3
  Adventurer Creation
  Adventurer Creation follows the same basic rules as in the Legend 
  Core Rulebook. You may use either the roll or point buy method to 
  determine stats. 
  Species Template SIZ 
  To be a member of a species, the Adventurer must fall within the 
  appropriate SIZ range. If by rolling for your Characteristics your SIZ fell 
  outside the range for a species you really wanted to play, discuss with 
  the GM to move around a characteristic point or two, to get into the SIZ 
  range. It should be noted that these numbers are abstracts and that a 
  creature that is a Tiny SIZ 12 will not be the same Height and Weight as a 
  Large SIZ 12.
   
  Tiny - 6-12 SIZ  
  Very Large - 16-22 SIZ 
   
  Small - 8-14 SIZ  
  Huge - 20-26 SIZ
   
  Medium - 10-16 SIZ 
  Giant -  26-32 SIZ 
   
  Large - 12-18 SIZ 
  To determine the size of creatures in relation to Meters, consider 
  ‘Small’ to be about 1 Meter tall with each bracket increasing this amount 
  by half a meter. The jump from Huge to Giant is also 1 Meter.
  Species Templates use 50 of the free Skill Points as given in the 
  Adventurer Creation section of the Legend Core Rulebook. The Remaining 
  200 points are free to be used after selecting a Species.
  Animals that have Large Tails are able to use them in combat as an 
  additional unarmed attack, or to equip Tail Only weapons, armor, or 
  other devices. Animals listed as having Prehensile Tails also may use 
  them to grip objects.
  Hit Locations
  Two basic Hit Location Tables are used for Historia Rodentia. Each 
  Species Template indicates which table it uses. A Large Tail has the same 
  Hit Points as a Leg, while a Small Tail has half the hit points of a leg.
  Hit Location - Large Tail
  R.Leg: 1-3 
  L.Leg: 4-6
  Tail: 7-8  
  Abdomen: 9-11
  Chest: 12-14  
  R.Arm: 15-16
  L.Arm: 17-18 
  Head: 19-20
  Hit Location - Small Tail
  R.Leg: 1-3 
  L.Leg: 4-6
  Tail:  7  
  Abdomen: 8-10
  Chest: 11-14 
  R.Arm: 15-16
  L.Arm: 17-18 
  Head: 19-20
  
  4
  Species of Eutheria
  If any Advanced Skills are redundantly provided by Species, 
  Background, or Profession, the Skill gains an additional +10% bonus, or 
  in the case of Lore/Craft may be taken again for another applicable type.
  The Empire of Aquitar
  Badger
  Any Badger of the Melinae, Mellivorinae, or Taxidiinae Subfamilies
  SIZ - Large | Small Tail
  Average Lifespan - 90 Years
  Common Skills - +10% Brawn, +5% Resilience, +5% Unarmed
  Advanced Skills - +5% Craft(Carpentry), +5% Craft(Choice)
  Trait - Bestial Claws - Badger claws are made to tear through almost 
  anything. Even where tools are available, Badgers are as likely to use 
  their own claws as cutting or carving instruments. For every 20% 
  Unarmed Skill, a Badger deals +1 damage Unarmed, or wearing Claw 
  weapons. They also take halved penalties for not having the appropriate 
  tools for Craft (Carpenter) and similar cutting or carving crafts.
  Gopher/Marmot
  Geomys breviceps or Marmota marmota
  SIZ - Small (Gopher) or Medium (Marmot) | Small Tail
  Average Lifespan - 80 Years
  Common Skills - +5% Evaluate, +10% First Aid
  Advanced Skills - +10% Mechanisms, +5% Healing
  Trait - Hoarders - Gophers and Marmots love items, anything new 
  and useful they try to hold onto. This pairs well with their usual 
  professions which require dozens of tools or medical 
  supplies. Gopher and Marmot maximum ENC is 
  STR+SIZ x2 and they only suffer -10% penalties 
  for being overloaded.
  Mole
  Any Mole of the Talpidae 
  Family
  SIZ - Small | Small Tail
  Average Lifespan - 80 Years
  Common Skills - +10% Influence, 
  +5% Insight, +5% Perception, +10% 
  Persistence
  Advanced Skills - Engineering, Oratory
  
  Trait - Digger - Moles thrive in the underground. Groups of nomadic 
  moles can live underground in low light and low oxygen for years on 
  end. This lifestyle gives Moles the ability to see up to 5 meters in front of 
  them in complete darkness. They also may hold their breath for CONx10 
  Seconds and add +10% to Resilience rolls for Asphyxiation.
  Mongoose/Weasel
  Any Mongoose of the Herpestidae Family or Weasel of the Mustela 
  Genus
  SIZ - Medium | Large Tail
  Average Lifespan - 80 Years
  Common Skills - +10% Athletics, +10% Evade, +5% Perception
  Advanced Skills - +5% Acrobatics, Gambling
  Trait - Quick - Mongoose and Weasels show little fear against enemies 
  larger than them or with a longer reach. When closing or disengaging, 
  Weasels and Mongoose add +20% to their Dodge if their opponent 
  attempts to attack them. They also have a +5 Strike Rank.
  Shrew
  Any Shrew of the Soricidae Family
  SIZ - Small | Small Tail
  Average Lifespan - 80 Years
  Common Skills - +5% Culture(Own), +10% Influence, +5% Ride
  Advanced Skills - Commerce, +10% Courtesy
  Trait - Echolocation - The only flightless mammals to bear this 
  ability, Shrews continue to operate perfectly in the dark. Shrews 
  receive no penalties based on darkness as long as they are able 
  to speak.
  
  6
  The Civitan Trade Alliance
  Capybara
  Hydrochoerus hydrochaeris
  SIZ - Large | Small Tail
  Average Lifespan - 90 Years
  Common Skills - +15% Swim, +10% Brawn, +5% Influence
  Advanced Skills - Boating, Shiphandling  
  Trait - Water Hog - At home in the water and on land, Capybara make 
  the perfect Merchant Marines. When swimming, Capybara move normal 
  at their full Movement rate. When in Combat they can Charge or Sprint 
  in water.
  Chipmunk
  Any chipmunk of the Tamias, Eutamias, or Neotamias genera
  SIZ - Tiny | Large Tail
  Average Lifespan - 70 Years
  Common Skills - +5% Drive, +5% Evaluate,
  Advanced Skills - +10% Engineering, +10% Mechanisms
  Trait - Chipping - Some chipmunks live their lives surrounded by 
  cannons, machine guns and other engines of war. Luckily, their natural 
  ability to ‘chip’ out commands allows them to communicate even in the 
  loudest of situations, ignoring penalties from noise on skills involving 
  speaking. Chipping also counts as an additional language that only 
  Chipmunks may speak but others can learn.
  Logical Mind - So focused are the keen minds and skillful claws of the 
  Chipmunk that any engineering work costs only 75% of the normal 
  budget (does not stack with critical).
  City Mouse
  Any mouse of the Mus Genus
  SIZ - Tiny | Large Tail
  Average Lifespan - 50 Years
  Common Skills - +5% Athletics, +5% Evade, +5% Evaluate, +5% Sleight, 
  +10% Stealth
  Advanced Skills - Commerce, Streetwise
  Trait - Abacus - Mice are extremely good with numbers. They can give an 
  exact count of a collection of items, money, or living beings with only a 
  1% error. They also gain 5% extra money from sales and rewards.
  
  7
  Jumping Mouse
  Any jumping mouse of the Dipodidae Family.
  SIZ - Tiny | Large Tail
  Average Lifespan - 70 Years
  Common Skills - +10% Athletics, +10% Evade
  Advanced Skills - +10% Acrobatics, Survival
  Trait - Fleet - Jumping Mice originate in the mountains high on the island 
  of Brisica, such life has given them the ability to move +2 meters during 
  Combat Actions on flat ground and +10% to Athletics for Jumping.
  Sardan Pika
  Prolagus sardus
  SIZ - Medium | Small Tail
  Average Lifespan - 60 Years
  Common Skills - +10% Evade, +10% Perception, +10% Stealth
  Advanced Skills - Survival, Track
  Trait - Fleet - Sardan Pikas live in harsh jungles and pride themselves on 
  their tracking skills. Keeping up with their prey results in a Movement 
  bonus of +2 meters during Combat Actions on flat ground and +10% to 
  Athletics for Jumping.
  
  8
  Sultanate of Scyzantium 
  Agamid
  Or any member of the Family: Agamidae.
  SIZ - Medium | Large Tail
  Average Lifespan - 150 Years
  Common Skills - +5% Evaluate, +10% Influence, +5% Insight, +5% 
  Persistence
  Advanced Skills - +5% Courtesy, Oratory
  Trait - Scaly - Many lizards have extremely tough hides, Agamids among 
  them. Their scaly skin provides an innate 2 armor to all Hit Locations but 
  do not incur an Armor Penalty from these Armor Points.
  Alternate Traits (Draco Agamids)
  Slightly Scaly - Many lizards have extremely tough hides, Draco are not 
  among them. Their slightly scaly skin provides an innate 1 armor to all Hit 
  Locations but do not incur an Armor Penalty from these Armor Points.
  Glider - Agamids of the Draco Genus are accustomed to gliding for short 
  distances, +20% to Athletics for Jumping.
  Anole
  SIZ - Tiny | Large Tail
  Average Lifespan - 60 Years
  Common Skills - +10% Athletics, +10% Drive, +5% Swim
  Advanced Skills - Engineering, +5% Mechanisms
  Trait - Autonomy - Anoles have an extremely effective regeneration 
  ability, able to even regenerate its tail if dismembered. Anoles have a 
  natural healing rate of 1 HP per 12 Hours and may make a Resilience 
  check the day after receiving a major wound to their Tail to heal it 
  naturally.
  Adept Rider - Anoles suffer 10% less penalty for any Ride Checks, 
  including when riding unfamiliar mounts, or riding through rough 
  terrain or water.
  Chameleon
  Or any member of Family: Chamaeleonidae
  SIZ - Small | Large Tail
  Average Lifespan -  90 Years
  Common Skills - +10% Athletics, +10% Stealth, +10% Sleight, +10% Evade
  Advanced Skills - Streetwise
  Trait - Prehensile Tail - In addition to attacking unarmed with its Tail, 
  a chameleon can use its flexible tail to hold or grip objects, like a third 
  hand.
  Slightly Scaly - Many lizards have extremely tough hides, Chameleons 
  are not among them. Their slightly scaly skin provides an innate 1 armor 
  to all Hit Locations but do not incur an Armor Penalty from these Armor 
  Points.
  
  Monitor Lizard
  Or any Member of the Genus: Varanus
  SIZ - Large | Large Tail
  Average Lifespan - 110 Years
  Common Skills - +10% Brawn, +5% Drive, +5% Ride, +10% Influence
  Advanced Skills - Courtesy, Oratory
  Trait - Scaly - Many lizards have extremely tough hides, Monitors among 
  them. Their scaly skin provides an innate 2 armor to all Hit Locations but 
  do not incur an Armor Penalty from these Armor Points.
  Sand Lizard
  Or any member of the Genus: Lacerta
  SIZ - Large | Large Tail
  Average Lifespan - 150 Years
  Common Skills - +10% Brawn,  +10% Resilience,
  Advanced Skills - +5% Streetwise, +5% Survival
  Trait - Scaly - Many lizards have extremely tough hides, Sand Lizards 
  among them. Their scaly skin provides an innate 2 armor to all Hit 
  Locations but do not incur an Armor Penalty from these Armor Points.
  Gecko
  Gekko gecko
  SIZ - Tiny | Large Tail
  Average Lifespan - 80 Years
  Common Skills - +10% Athletics, +10% Perception, +10% Ride
  Advanced Skills - Survival, Track
  Trait - Wall Walking - The pads on a gecko’s hands 
  and feet allow it to walk on walls and ceilings at half 
  Movement rate.
  
  10
  The Vandalands
  Gerbil
  Any Gerbil of the Gerbillinae Subfamily
  SIZ - Tiny | Large Tail
  Average Lifespan - 80 Years
  Common Skills - +5% Drive, +5% Evaluate, +5% First Aid
  Advanced Skills - +10% Engineering, +5% Mechanisms
  Trait -  Fleet - Gerbils originate in the cool steppes of the Vandalands, 
  such life has given them the ability to move +2 meters during Combat 
  Actions on flat ground and +10% to Athletics for Jumping.
  Hamster
  Any Hamster of the Cricetinae Subfamily
  SIZ - Small | Small Tail
  Average Lifespan - 60 Years
  Common Skills - +15% Brawn, +5% Resilience
  Advanced Skills - +10% Survival, Track
  Trait - Territorial Rage - Hamsters fight to the death, preferably someone 
  else’s, over their small parcels of land in the northlands. Once per day 
  as a free action, a Hamster may invoke Berserk as detailed in the Legend 
  Core Rulebook on themselves. During berserk they may not call for Favors 
  but may use Battlefield Awareness. Heroic Command rolls have a -20% 
  while a Hamster is berserking.
  
  11
  Hedgehog
  Any Hedgehog of the Erinaceidae Family
  SIZ - Small | Small Tail
  Average Lifespan - 80 Years
  Common Skills - +5% Culture(Own), +10% Insight, +10% Ride,
  Advanced Skills - Courtesy, +5% Oratory
  Trait - Spiny - The quills of a Hedgehog protect it from attack when it 
  curls up to defend itself. Instead of Evading or Parrying attacks at 
  Medium or Short Reach, the Hedgehog may deal one point of damage 
  ignoring armor to the attacker if they successfully hit the Hedgehog. This 
  damage is dealt to the limb that attacks the Hedgehog.
  Shrew
  Any Shrew of the Soricidae Family
  SIZ - Small | Small Tail
  Average Lifespan - 80 Years
  Common Skills - +5% Culture(Own), +10% Influence, +5% Ride
  Advanced Skills - Commerce, +10% Courtesy
  Trait - Echolocation - The only flightless mammals to bear this ability, 
  Shrews continue to operate perfectly in the dark. Shrews receive no 
  penalties based on darkness as long as they are able to speak.
  Rat
  Any Rat of the Rattus Genus
  SIZ - Small | Large Tail
  Average Lifespan - 90 Years
  Common Skills - +5% Insight, +5% Resilience, +5% 
  Sleight, +5% Stealth
  Advanced Skills - +10% Streetwise, Survival
  Trait - Disease Resistant - Rats face many hardships in 
  their lives, including unsanitary 
  conditions in urban areas, or 
  depressed rural areas. Rats 
  have +20% to Resistance or 
  Persistence when rolling 
  against 
  diseases 
  and 
  poisons.
  
  12
  World Mechanics
  Starting Money
  The 
  standard 
  currency 
  in 
  Historia 
  Rodentia is the Civitan Murin. It is an 
  international coinage and it does not 
  use 
  decimalization. 
  (200 
  copper 
  murin: 20 silver murin: 1 gold murin) 
  When referring to Murin without a 
  metal quality, gold is the automatic 
  assumption. 
  For 
  adventuring 
  purposes, Adventurers use Civitan 
  Murins for trade. The enterprising 
  nature of the Trade Alliance has allowed its citizens to use the murin as 
  a de facto currency in many places around the world. Other coinage are 
  used only within their countries and colonies.
  Coinage of other Nations
  Aquitaran Aquin - Decimalized
  1 Aquin Cent = ~2.4 Copper Murin
  1 Aquin = ~24 Silver Murin
  Vandal Thaler - Non-fractional single unit currency.
  1 Thaler = ~50 Copper Murin
  Scyzantine Asper/Solidus - Bimetal currency
  50 Silver Asper = 1 Gold Solidus
  1 Silver Asper = ~2 Silver Murin.
  Time
  On the Rodentian calendar a year is 10 months and covers 290 Days. 
  A Day spans 30 hours, averaging 20 hours of light for most of the year 
  and 15 hours during the winter months.
  
  13
  Cultures
  The Region or Lifestyle your Adventurer lives in; these are Limited 
  by National Background and provide skills and starting money. Each 
  Background provides  +50% to Language (Native), based on your 
  Nation. (Aquitaran, Vandal, Civitan, or Scyzantine)
  Nomadic - Vandalands or Scyzantium
  While not the expert Riders that people of the march are, the 
  nomadic peoples of Scyzantium and Vandalands roam the untamed 
  wildernesses of their respective nations. The extremely harsh 
  environments create hardy people that have learned to survive with little 
  support system over the centuries.
  Skills: Same as core Legend, except includes +10% Ride automatically. 
  Choice: +10% Brawn, Drive, or Swim.
  Starting Money: Same as core Legend.
  Barbarian - Vandalands
  While the majority of Vandals have civilized since the fall of the 
  Rodentian Empire, several tribes still retain their old cultures. Living 
  along the Fjords of the northern coast, Hamsters are the most endemic 
  Barbarians of the Vandalands but smaller groups of Rats and Gerbils also 
  reside high in the mountains.
  Skills: Same as core Legend
  Starting Money: Same as core Legend
  Urban (Upper Class) - Any
  The Upper crust of Eutherian societies have struggled to retain 
  their grip in the last centuries, from revolutions, to riots, the Upper 
  Class of most nations see themselves as the last bastion of culture and 
  civilization. Such views are what lead to their initial problems but this 
  has not stopped them from cultivating an air of superiority in the posher 
  regions of most cities.
  Common - +30% to Culture(Own) and Lore(Regional);  +20% to 
  Influence, Evaluate
  Combat Style - +10% to 2: 2H Spear, Bow, Crossbow, Dagger, 
  Polearm, Rapier, Spear and Shield, Sword and Shield, Firearms
  Advanced Skills - Courtesy; 2 Choices: Ride, Art, Boating, 
  Commerce, 
  Craft(any), 
  Engineering, 
  Healing, 
  Language(any), 
  Mechanisms, Oratory, Shiphandling, Lore(any)
  Starting Money - 4D6 x 30 Silver Murin
  
  14
  Urban (Lower Class) - Any
  The down trodden, the working man, while the Upper class 
  immediately take officer ranks and laze about, the Lower class must 
  trudge the trenches or work in factories. Such harsh realities have 
  encouraged a basic survival instinct in highly populated urban areas. 
  In recent years the plight of the lower class has lessened, especially in 
  Aquitar and Civitas.
  Common - +30% to Culture(Own) and Lore(Regional); +10% Sleight, 
  Stealth, Evaluate, Insight
  Combat Style - +10% Unarmed, +10% to 2: 1H Hammer, 2H Hammer, 
  Dagger, Rapier, Sword and Shield, Bow, Crossbow, Firearms, Spear 
  and Shield, Polearm, Unarmed.
  Advanced Skills - Streetwise; 2 Choices: Commerce, Craft(any), 
  Gambling, Lore(any), Boating, Shiphandling, Play Instrument
  Starting Money - 4D6 x 10 Silver Murin
  Marches - Any
  The borderlands between countries is no place for a civilian, people 
  who live in the Marches are warriors first, protecting their nation’s 
  borders from incursion. The peoples of the Marches are experts in 
  cavalry and general Birdsmanship or Turtlesmanship, trekking the large 
  expanses from town to town, sleeping in a different bed every night.
  Common - +30% to Culture(Own) and Lore(Regional); +20% to Ride 
  and Athletics
  Combat Style - +15% to 2: Firearms, Spear and Shield, Crossbow, 
  Sword and Shield, Polearm
  Advanced Skills - Track; 1 Choice: Craft(any), Language(any), 
  Lore(any), Survival, Healing, Disguise
  Starting Money - 4D6 x 30 Silver Murin
  Colonial - Civitas or Aquitar
  The far flung continents of North and South Vespuccia were ripe 
  for conquering 200 years ago. Now the tide of colonists has slowed but 
  much of the new world is still untamed. Colonists still identify with 
  their homelands but also develop unique cultures in their new homes. 
  Holding a wide range of skills is paramount to survival 3,000 miles away 
  from civilization.
  Common - +30% to Culture(Own) and Lore(Regional); +10% First 
  Aid, Resilience and Swim
  Combat Style - Unarmed +10%, +10% to 1: Firearms, Bow, Crossbow, 
  Sword and Shield, Axe and Shield, 2H Axe, Dagger, Hammer and 
  Shield, 2H Hammer
  Advanced Skills -  Survival, Lore(New World); 3 Choices: Boating, 
  Shiphandling, 
  Track, 
  Language(any), 
  Healing, 
  Engineering, 
  Craft(any)
  Starting Money - 4D6 x 20 Silver Murin
  
  15
  Naval - Civitas, Aquitar or Scyzantium
  The backbone of any colonial empire, the sailors of Civitas and 
  Aquitar make long trips across the Lemurian Ocean, bringing supplies to 
  colonists and fighting piracy. The navy of Scyzantium patrols the smaller 
  Bharatese Sea protecting fishing vessels and trading with neighboring 
  nations. Regardless of country of origin, sailors enjoy a life of adventure, 
  exploration and scurvy.
  Common - +15% to Culture(Own) and Lore(Regional); +10% 
  Athletics, Brawn, Perception, Swim
  Combat Style - +10% to 2: Firearms, Bow, Crossbow, 2H Axe, Axe, 2H 
  Sword, Sword, Spear, Polearm, Rapier, Dagger
  Advanced Skills - Culture(any) +15%, Lore(any region); 2 Choices: 
  Boating, Shiphandling, Streetwise, Survival, Play Instrument, 
  Language(any), Gambling, Craft(any)
  Starting Money - 4D6 x 20 Silver Murin
  Professions
  After selecting your background, you may choose an eligible 
  profession based on your background. If a profession from the Legend 
  Core Rulebook is not listed here, its not possible to take in a Historia 
  Rodentia campaign. Many of the professions from Legend have not been 
  changed. Those that have been changed detail everything the profession 
  provides below.
  Acrobat - Barbarian, Urban (Lower Class), Marches, Naval
  Animal Trainer - Any
  Bard - Any
  Blacksmith - Barbarian, Urban (Lower Class), Colonial
  Champion - Any
  Influence +5%, Athletics OR Brawn OR Riding +5%
  +10% to any 2 Combat Styles appropriate to your Background
  Battlefield Awareness, Heroic Command
  Chemist - Urban(Lower Class), Marches, Nomad
  Evaluate +10%, First Aid +10%, Perception +10%
  Craft(Chemistry), Lore(Chemistry)
  Courtier - Urban(Upper Class)
  Influence 5%, Lore(Regional) 5%, Perception 5%, Sleight or Dance 5%
  Lore(Organization), Duty(Organization)
  Select ONE Advanced Skill - Courtesy, Lore(Art), Lore(Heraldry), 
  Lore(Philosophy), Play Instrument
  Craftsman - Any
  Diplomat - Urban(Upper Class), Marches, Colonial
  Culture(Own) +10%, Influence +10%, Perception +10%
  Lore(Organization), Duty(Organization)
  Explorer - Any
  
  16
  Farmer - Marches, Colonial
  Hunter - Marches, Colonial, Nomad, Barbarian
  Noble - Urban(Upper Class), Marches, Naval
  Influence +10%, Persistence +10%
  Sword Combat Style
  Select ONE Advanced Skill
  Select ONE Politics or Exemplarism Skill
  Mercenary - Any
  +10% to TWO - Athletics, Evade, Driving, Evaluate, Reslience, 
  Riding, Unarmed 
  +10% to any 2 Combat Styles appropriate to your Background 
  Battlefield Awareness
  Merchant - Any
  Miner - Urban(Lower Class), Marches, Colonial
  Revolutionary - Urban(Lower Class), Marches, Naval, Colonial
  Perception +10%, Sleight +5%, Stealth +5%
  Oratory
  Select 2 Political or Exemplarism skills
  Physician - Urban(Upper Class), Urban(Lower Class), Marches, Colonial
  Priest - Any
  Influence +15%, Lore(Regional) +5%, Persistence +10%
  Lore(Religious Organization), Duty(Religious Organization)
  Sailor - Naval, Urban(Lower Class)
  Scholar - Urban(Upper Class)
  Soldier - Any
  Select Two: Athletics 5%, Brawn 5%, Evade 5%, Resilience 5%
  +10% to One Combat Style
  Battlefield Awareness, Heroic Command
  Spy - Any
  Tactician - Urban(Upper Class), Marches, Naval
  Influence +5%, Perception +10%, Ride +5%
  Shiphandling +5%, Insight +5%
  Duty(Organization), Heroic Command
  Thief - Any
  Tracker - Barbarian, Nomad, Marches, Colonial
  Weapons Designer - Urban(Upper Class), Urban(Lower Class)
  Evaluate +10%, Perception +5%, Drive +5%
  Engineering, Mechanisms, Craft(Any)
  Woodsman - Barbarian, Nomad, Marches, Colonial
  
  17
  Magic in Historia Rodentia
  Magic does not exist in the world of Historia Rodentia, there are many 
  mysteries as yet unsolved in the world but with a trained eye any could 
  be explained with science. Adventurers in Historia Rodentia do not have 
  access to Common, Spirit, Sorcery, or Divine Magic. These are replaced 
  by Politics and Exemplarisim, which can be found in Chapters 2 & 3.
  POW
  As magic does not exist in Historia Rodentia, Power takes a different 
  aspect. This Characteristic represents an Adventurer’s clout and sway 
  over others, especially relating to their position of Power in their nation. 
  Adventurers with high POW usually hold important stations within the 
  government or at least have many people who owe them favors. This is 
  not directly related to their CHA, as even nasty people can rule or attain 
  power. Few Adventurers ever attain a POW of 21, only great conquerors 
  or rulers of empires can exceed this value. If your POW is ever reduced 
  to zero, you do not die but have lost any influence in the world, likely 
  exiled from your homeland, or thrown into prison as a traitor.
  Dedicated POW
  Dedicating yourself to an organization reduces your overall 
  influence on outsiders but helps raise you through the ranks and gain 
  unique opportunities from your comrades.
  Starting Equipment
  In Historia Rodentia new Adventurers gain a set of ‘Freebie’ Equipment 
  depending on the type of Campaign.
  Common Campaign
  - One Weapon relevant to your weapon skills and culture
  - A week’s worth of food and water
  - Some personal mementos, good luck charms/talismans, or similar
  - Clothes and a set of spares.
  Military Campaigns
  - Up to two Weapons relevant to your job.
  - Uniform (Provides 1 AR to all Hit Locations)
  - Off Duty clothes.
  - A week’s worth of food and water.
  - Some personal mementos, good luck charms/talismans, or similar
  
  18
  Politics
  Intrigue and Politics go hand in hand. Politicians must be aware of 
  threats on a grand scale and act accordingly. Knowledge of the inner 
  workings of their own Organizations can help a Politician realize what 
  foes and allies they have. By serving the needs of their group and 
  therefore their nation, Politicians gain Favors from their leaders. By 
  calling in these favors Politicians can gain extra troops for battle, new 
  weapons, supplies, learn valuable information, or even utilize the unique 
  features of their Organization.
  
  19
  Lore (Specific Organization)
  (INT+POW)
  Knowledge of the inner workings of an organization, its purpose, 
  past victories and failures and operating within the system allows the 
  Politician to call upon Favors they have gained through their service. 
  On a critical success, the Favor is not lost but its effects still occur. On 
  a fumble, your contact has snubbed you, the favor is lost and does not 
  occur.
  Duty (Specific Organization or Person)
  (CHA+Dedicated POW)
  Duty is paramount to military, religious and even some civilian 
  organizations. By following the rules of the order and furthering the 
  cause of the Organization, new favors open up to the Politician and old 
  favors can be used again. Critical successes of the Duty skill recovers all 
  used Favors, a fumbled roll results in no gained Favors and returning to 
  the Headquarters or other important facility of the Organization can help 
  return your standing.
  Duty Improvement
  1D10+1 - Complete a mission on behalf of the organization
  1D6 - Fail a mission on behalf of the organization
  1D4+1 - Complete a mission on behalf of the Nation
  1D2 - Fail a mission on behalf of the nation
  1 per POW - Dedicate POW to Duty(Organization)
  1 per event - Upholding the rules and cause of the organization in 
  extreme circumstances.
  Calling in Favors
  Favors are not immediate, if your fortress is being over run, it is too 
  late to send a message requesting reinforcements. Favors can be called 
  upon in two basic ways: Request or Supplication. Requesting a Favor 
  allows you to send messages to your allies within your Organization to 
  send you aid. The time required for such aid to be rendered depends 
  entirely on your distance from help. The GM must decide how long a 
  runner or rider would take to send for help and where the help would 
  be coming from. Supplication brings the Adventurer into the halls of 
  the Organization to beg for assistance. In such situations where the 
  Politician has come before the council, leader, or the Ally who provides 
  the favor, the Politician can add the critical range of the Influence skill 
  to their Favor roll. To call in a Favor, the Adventurer must select a Favor 
  and make a Lore (Organization) roll. This ensures that your favor abides 
  by the rules of the Organization and that your Ally feels comfortable 
  providing such aid.
  The number of favors you may have is equal to your 
  Dedicated POW.
   
  
  20
  Favor Render Time
  Requesting the Reinforcements Favor may take two days for a 
  message to be sent to your Ally when you are protecting a border town. 
  But an army barracks is only a days ride from your position. Your Ally 
  knows people in the Nation’s army and sends word to the barracks to 
  make haste to your position. Rendering the Favor took a total of 3 days 
  for 100 Riflemice to come to your aid.
   
  Regaining Favors
  Once a favor has been called, your Ally will be unwilling to render 
  such aid again. Only so many battalions can be sent to help you before 
  the Organization may get suspicious. Each rank within an organization 
  provides alternate means to regain favors.
  Private - May regain favors by Supplication by making a Duty roll 
  before an Organizational Commander. Failure requires you to try again 
  the following week.
  Sergeant - May regain favors by Supplication by making a Duty roll 
  before an Organizational Commander. Failure requires you to try again 
  the following day.
  Officer - May regain favors by Request by making a Duty roll and 
  sending a message by courier. Failure results in the courier being eaten 
  by a badger and the Politician must Supplicate to a Commander.
  Commander - May regain favors by Request by making a Duty roll 
  adding Influence’s critical range. Failure requires you to try a Request the 
  following day, a fumble requires Supplication before the supreme heads 
  of the Organization.
  Pool of Favors
  As you gain favors, you do not gain specific favors but gain a use 
  from a specific category. Favor categories include: Army Intelligence, 
  Troop Reinforcements, Extra Supplies and Political Pull. Each time you 
  use a favor from a category your total in it is reduced. Regaining favors 
  raises the number in a specific category by one.
  Increasing Favor Count
  Favors are fulfilled by members of the Organization the Adventurer 
  belongs to. This provides excellent roleplaying opportunities for the 
  GM to design events or even adventures around. Rather than gaining 
  individual favors, an Adventurer increases the total of one category 
  of Favors. Specific Favors within each category have their own Rank 
  requirement and may also have other restrictions upon them. To gain 
  additional favor, select a category and spend an Improvement Roll and 
  make a Lore (Organization) roll, adding the critical range of Influence. 
  A successful roll provides an additional Favor in the category and 
  possibly a new Ally. If the category did not previously have a 
  Favor count, the GM should definitely add a new Ally from the 
  
  21
  Organization (a newly created one, or a previous person of interest) to 
  the Adventurer’s set of allies.  This person is the one who will provide 
  aid when a favor is called upon. Each Adventurer starts with a total 
  number of favors equal to their rank in an organization at Adventurer 
  Creation. The player should pick which category the favors belong to 
  and they need not all belong to the same category.
  Increasing Favor Count Chart
  Current Rank 
   
   
  Minimum Location    
  Private  
   
   
  Headquarters       
  Sergeant 
   
   
  Any Office
  Officer/Commander 
   
  Request
  Each Favor Count costs one more improvement roll than the 
  previous count in the category. The first Favor costs one improvement, 
  the second costs two and so on.
  Favor Traits & Descriptions
  Rank - Minimum Organization rank to call upon the favor.
  Time - The minimum time it takes for aid to be rendered. Add additional 
  time if a Request is sent and if the Adventurer is far from help.
  Commander Favors
  When you have more control of the organization, you can call in 
  amazing favors. Any Favors that require Commander Rank, use all of 
  your Favors in that category.
  Favor List
  The favors listed here are merely examples, in other situations you 
  may request different favors from your organization. The GM should 
  determine the nature of these favors and what quality of favors are 
  equivalent to your current rank.
  Army Intelligence
   
  This is a very abstract category, the exact effectiveness of each 
  favor should be determined by the GM.
  Lay of the Land - Private - Time: 5 Hours
  Provides detailed information on the geography of an area.
  Enemy Numbers - Sergeant - Time: 5 Hours
  Provides detailed information on enemy troops in an area.
  Bombardment - Officer - 10 Min when at War, 2 Days when at peace
  An armada of ships along the coast, or a battery of cannons near 
  your position, take aim and barrage an area of your choice. This 
  attack may begin at a preset time, or may be signaled with a flare.
  
  22
  National Secrets - Commander - Time: 1 Day
  A spy has snuck into the most vital areas of the enemy’s high 
  command and brought back key information to a future attack, a 
  flaw in a weapon’s design, or the time an important position will be 
  undefended.
  Troop Reinforcements
  Favors can call a variety of soldiers to help your missions. As these 
  troops may have other places to be, make a Duty roll with increasing 
  difficulty at the end of each day, to see if they return to their posts in the 
  morning. They will automatically leave when your current mission is 
  finished.
  Irregulars - Private - Time: 1 Day
  Between 10 and 20 Irregular Troops come to your aid to finish your 
  current mission. These troops are ill-equipped and should use the 
  underling rules.
  Trained Troops - Sergeant - Time: 1 Day
  Between 5 and 10 Troops come to your aid to finish your current 
  mission. These troops are well equipped but should use the General 
  HP rules.
  Cavalry - Officer - Time: 12 Hours
  Between 3 and 6 Cavalry soldiers come to your aid to finish your 
  current mission. These troops are equipped with appropriate mounts 
  for their faction and should use normal HP rules.
  Specialists - Officer - Time: Varies
  Each organization has its own Specialists, view the details in the 
  Companion section of the Exemplarism Chapter.
  Hero & Warband - Commander - Time: 3 Days
  A person of interest from your organization and their own personal 
  retinue(if applicable) come to your aid. These soldiers will only come 
  to your aid on missions for the organization.
  Extra Supplies
  The exact amount of supplies should be directly based on how 
  well the Politician rolled. Any supplies should be appropriate for how 
  advanced or the scale of the game being played. Small, character centric 
  games should only provide a few supplies. Campaigns that follow epic 
  wars across Eutheria, should provide supplies to feed an army. While the 
  minimum time for Supplies is listed rather low for a political favor, the 
  GM should adjust this time not only based on distance but the overall 
  position of the organization or nation. A country on the losing side of a 
  war cannot muster supplies as readily to cover all fronts. Supplies may 
  also come out of an Adventurers pay from their organization if their 
  requests begin to cut into the budget.
  
  23
  Food and Medical Supplies - Private - Time: 1 Hour
  Provides supplies for basic survival: Rations, first aid kits and clean 
  water or beer.
  Ammo and Basic Weapons - Sergeant - Time: 1 Hour
  Provides enough weapons and ammo to arm a small civilian 
  populous. These weapons are far from high quality but the ammo is 
  decent enough for your own use.
  Special Weapons - Officer - Time: 5 Hours
  Provides weapons unique to your nation and other higher quality 
  weapons. Only a few weapons are provided in this favor and no 
  ammo is provided.
  Prototype Weapon - Commander - Time: 1 Day
  Each Nation has its own weapons development firm and thus, its 
  own unique prototype weapons. Refer to Venture Company for 
  Civitas, Federwerk Industries for Vandalands, Undermining Inc. for 
  Aquitar and Fortress Adwaita for Scyzantium. These organizations 
  may be willing to part with one of their rare designs for your 
  use. Can only be used on a mission for your nation, one of the 
  development organizations, or your own organization.
  Political Pull
  Your contacts can also use their own political strength to provide 
  favors to you. There is no minimum time for Political Pull, the only time 
  required is the time to send messages to the contact and to their liaisons 
  within the government. Political Pull refers to your contact’s Duty skill 
  score. It is appropriate to either progress the contact as the Politician 
  develops or increases rank in the Organization, or create a new contact 
  at higher ranks. The over all effectiveness of these Favors is based on the 
  Duty skill being at high enough level to be of worth.
  A Good Word - Private
  Provides the critical range of your contact’s Duty to a specified 
  Influence roll. Good Words only affect Military and Organizational 
  Rank, Crimes committed and similar bureaucracy.
  Border Crossing - Sergeant
  Your contact is able to get you papers that allow you into a restricted 
  area, past a security check point, or allow free movement in other 
  nations. Each use of Border Crossing provides it for a specific use 
  and Disguise rolls must be made to prove the papers are genuine. 
  Such rolls add the contact’s Duty critical range to your score.
  Trust - Officer
  Your contact has faith in you, even if the rest of the world does not. If 
  the Politician has been framed, or other forms of intrigue have pitted 
  enemies at home against them, using this favor ensures all of your 
  contacts within your organization are still on your side and won’t 
  give you up. The contact’s Duty critical range counts as a penalty to 
  
  24
  Insight or Perception for those seeking out the Politician. If the GM 
  truly wishes for an inside traitor, then the Contact at least warns the 
  Politician to possible threats.
  Change Mind - Commander
  Forces a politician from your nation to side with the Adventurer 
  against their better judgement. Shades of Grey morality may be 
  involved in the coercing of the politician. No rolls are required here 
  but your contact may be placed in an awkward position, resulting in 
  criminal charges against you or him. In extreme uses Change Mind 
  may require Duty rolls for the contact or the Politician and further 
  ‘adventuring’ through the criminal system.
  
  25
  Exemplarism
  Exemplarism does not work like a magic from Legend, as the name 
  alludes, Exemplars lead by Example. Their actions in war time bring 
  soldiers under their sway and keep all of them alive to return home. 
  Exemplars are leaders that guide from the front. They stand at the cusp 
  of the trenches calling for a charge and rush across the battlefield at the 
  Vanguard of their troops. Feats of Exemplarism bind fellow soldiers 
  to an Exemplar, either swayed by his overall charisma, or saved by his 
  actions in the line of duty, Companion Soldiers will follow an Exemplar 
  into hell itself.
   
  
  26
  Battlefield Awareness
  (POW+CON)
  An Exemplar has become attuned to the sounds and sights of 
  combat. Even the slightest changes in their surroundings due to unseen 
  threats, flag a subconscious warning. In situations where Opposed rolls 
  are required against Stealth, Disguise, or Sleight with an Insight or 
  Perception Roll, add Battlefield Awareness’ critical range to your score. 
  If such a roll is fumbled, stress of war has caused the Exemplar’s senses 
  to fail them and additional Awareness rolls cannot be made that day. 
  On a success, if the Exemplar is in combat, he may immediately use an 
  available Combat Action out of Strike Rank order. On a critical success 
  he may make a free Combat Action and use a regularly available Combat 
  Action immediately. Once an Awareness test has been made, additional 
  rolls cannot be made during that combat.
  Heroic Command
  (POW+CHA)
  Compelling others on the battlefield can swing entire wars in your 
  favor, Heroic Command can be used to coerce a shaken comrade to keep 
  fighting through their own fear, or provide its critical range to mass-
  battle rolls.
  Using Exemplarism
  By saving a soldier’s life, compelling them to battle via the Heroic 
  Command skill, or through another action the GM sees fit, a soldier may 
  become duty-bound to the Exemplar. If the Exemplar saves the soldier’s 
  life during the Combat Actions available through Battlefield Awareness, 
  add the critical range to the Heroic Command roll. A successful Heroic 
  Command roll causes the friendly soldier to become duty-bound.
  Squad Mate
  Every Exemplar went through training along side squad mates. As 
  those not cut out for the Organization dropped out, those that remained 
  became closer and more trusting of each other. An Exemplar has one 
  Squad Mate that they would trust with their life beyond the normal 
  realms of brothers in arms. The GM and Exemplar should work together 
  to design a Squad Mate with a personality and background of their own. 
  Unlike other NPC allies a Squad Mate has a number of innate bonuses.
  The Squad Mate has Battlefield Awareness and Heroic Command 
  equal to half the Exemplar’s score. Your Squad Mate can use Battlefield 
  Awareness to sense incoming dangers and take appropriate action.
  A Squad Mate does not have to be paid for their services and remain 
  with the Exemplar for as long as his Organization’s rules are upheld. 
  Squad Mates have access to all the Heroic Abilities that an Exemplar 
  
  27
  does, as long as they fulfill all requirements other than Legend Points 
  and Rank requirement.
  The Exemplar’s Improvement rolls may be applied to the Squad 
  Mate. Additionally, the Squad Mate gains 1 Improvement roll (no 
  modifiers allowed) when Improvement rolls are doled out.
  Squad Mate Statistics
  Your Squad Mate can be derived from any of the templates listed in 
  this chapter or from the Specialist template to an Organization to which 
  you belong. 
     
  Commanding Your Squad Mate
  During Combat, the Exemplar may use a free action to give basic 
  commands to a Squad Mate such as ‘flank them’ or ‘give me covering 
  fire’. Beyond these basic commands, a Squad Mate is controlled by the 
  GM. In instances where the Exemplar wishes to give a command that 
  is either foolhardy, or especially dangerous, the Exemplar must make a 
  Heroic Command test to sway his Squad Mate. If the test is failed, the 
  Squad Mate hesitates and follows either a previous command, or does 
  nothing. On a fumble, the Squad Mate’s trust in your orders is shaken 
  and 5% is removed from their own Heroic Command. On a critical 
  success, the Squad Mate’s trust is cemented and the order followed 
  exactly, with that, the Squad Mate’s Heroic Command is increased by 5% 
  (up to the original value).
  Alienating your Squad Mate
  Too many wild orders, or violations of an Organization’s rules may 
  result in your Squad Mate abandoning you. This may come in different 
  forms. The Squad Mate may just go AWOL, or in extreme circumstances, 
  report your actions to your superiors. How exactly your Squad Mate 
  leaves is up to the GM and the severity of your actions. There is a safety 
  net however. Your Squad Mate’s own Heroic Command score represents 
  both his own command ability and his trust in yours. As bad commands 
  are given, or your own actions violate the rules of your Organization, the 
  GM should deduct 5% from the Squad Mate’s Heroic Command. When 
  the value reaches zero, he has had enough and cannot abide by your 
  command style any longer. Critical successes on commands and actions 
  that enforce the rules or ideals of your Organization can strengthen 
  trust and return 5% at a time up to the Squad Mate’s original Heroic 
  Command score.
  
  28
  Duty-Bound Companions
  In addition to your Squad Mate, Those who see your feats of 
  heroism can also become companions, assisting you in combat and 
  following your commands. You can have a number of soldiers under you 
  command this way based on your current rank in an organization
   
  Private: ¼ of CHA
   
  Sergeant: ½ of CHA
   
  Officer: ¾ of CHA
   
  Commander: All of CHA
   
  Soldiers of Higher Rank or higher POW will not follow your 
  commands. Soldiers beyond the number allowed by your Rank and CHA 
  may still follow your commands but are not duty-bound to.
  Recruiting Companions
  While anyone can hire mercenaries, or have soldiers placed at their 
  command by superior officers, these are transitory companions, who 
  will leave once the pay dries up, or the mission is completed. Duty-
  Bound Companions will continue to follow you on further adventures. 
  By using Battlefield Awareness to a save a soldiers life, or risking your 
  own to complete a mission, onlookers can be swayed by your Heroic 
  Command score into continuing to serve under you. When such events 
  occur, the GM can select nearby allies that may have been swayed by 
  such feats and make a Persistence roll against the Exemplar’s Heroic 
  Command. If the Exemplar wins the roll, the soldier becomes swayed. 
  On a critical success for the Exemplar, or a Fumble for the soldier, the 
  potential companion is automatically duty bound. On a fumble for the 
  Exemplar, or a Critical success for the Soldier, the potential companion 
  may instead report the Exemplar to his superiors for stupidly risking his 
  own life for glory. Such results may incur a penalty to the Exemplar’s 
  Heroic Command for a period of time.
  These companions, unless they previously had statistics written 
  up for them, should count as Underlings as listed in the Legend Core 
  Rulebook. Companions should not be the turning point of a battle except 
  in large numbers.
  Swayed Companions
  People that are swayed by your actions are not necessarily going to 
  follow you down a path of destruction; at least, not right away. Swayed 
  Companions may stick around in awe of your abilities but may leave if 
  their previous obligations call them elsewhere. Swayed companions can 
  be turned to full Duty-Bound companions in a number of ways.
  Save their lives AGAIN - A Heroic Success on Swayed companions 
  make them Duty-Bound
  Persuade them to join you - Opposed Influence against Persistence 
  can bring the Companion around to fully agree with your 
  actions. 
  
  29
  Arrange for their transfer - If the companion belongs to your 
  organization and you are of a higher rank, you can appeal to your 
  superiors to place this person at your command, such a transfer would 
  be made with the Politics system, adding the Heroic Command critical 
  range to the Request or Supplication. A Transfer order would count 
  towards any Favor Type. GM’s choice as to which should be deducted.
  Duty-Bound Companions
  Now that you have a small army at your side, an Exemplar can 
  give Duty-Bound companions orders in the same fashion as a Squad 
  Mate. Companions however do not have any of the extra benefits that a 
  Squad Mate has. They do have a Heroic Command value equal to ¼ the 
  Exemplar’s Heroic Command and bad orders or actions can cause them 
  to abandon you in the same fashion as your Squad Mate.
  Organizational Companions
  Companions can also be granted to you by the organization you 
  belong to. These companions are automatically duty-bound, as they have 
  been placed at your command by your superiors. These companions are 
  available for selection of the Exemplar, able to be handpicked for the 
  tasks ahead. Any type of Companion, as listed below may be gained in 
  this fashion but Specialist Companions can be taken from the same list as 
  Squad Mates.
   
  Private - No Organizational Companions
   
  Sergeant - ¼ of Total Companions
   
  Officer - ½ of Total Companions
   
  Commander - ¾ of Total Companions
  Types of Companions
   
  Here are a basic list of universal Companions that can be gained. 
  Each provides a unique trait which can often be compounded with 
  additional companions of the same type, or complimented by different 
  companions.
  Scouts - Light ranged companions, that are experts at tracking and 
  revealing enemy positions.  
  Sniper - Expert marksmen, Snipers are less likely to trigger Battlefield 
  Awareness.
  Combat Engineer - Explosives expert, able to destroy structures and 
  plan tunnels and trenches.
  Shock Trooper - Melee fighters, their brutishness helps them survive 
  multiple ranged attacks to close in and break enemy ranks.
  Specialists - Each Organization has their own Specialists with unique 
  equipment and traits.
  
  30
  Squad Mates have 200 Skill Points to spend. No skill can exceed 75% 
  at creation. At creation these points may only be spent on the skills listed 
  for the archetype.
  Companions have 100 Skill Points to spend. No skill can exceed 50% 
  at creation. At creation these points may only be spent on the skills listed 
  for the archetype.
  Selecting a Species gives the average of the SIZ range provided on 
  the template. Other than whether the animal has a tail, no other bonuses 
  are provided from a Species Template.
  Scout Companion
  Common Skills - Athletics, Evade, Perception, Stealth, 
  Swim
  Advanced Skills - Acrobatics, Survival, Track
  Combat Actions - 2
  Movement - 10m
  Strike Rank - +10
  Weapon Types (2 choices from List) +5% to One 
  Combat Style
  Bow, Crossbow, Dagger, Sword, Rifle, Pistol
  Scouting - Can perform Lay of the Land and Enemy Numbers as a 
  single favor using minimum time. Scout must pass an opposed stealth 
  test against any opponents he tries to observe or is caught during his 
  scouting mission.
  Sniper Companion
  Common Skills - Athletics, Perception, Stealth, Swim
  Advanced Skills - Disguise, Survival, Streetwise
  Combat Actions - 3
  Movement - 8m
  Strike Rank - +10
  Weapon Types(2 choices from List) +10% to one 
  Ranged Combat style
  Bow, Crossbow, Dagger, Sword, Rifle
  Hideaway - Snipers that have made a successful stealth or disguise roll 
  from beyond 25 meters, cannot be detected via Battlefield Awareness, 
  until their first attack in combat.
  STR 
  3D6
  CON 
  3D6
  DEX 
  2D6+6
  SIZ 
  Species
  INT 
  2D6+6
  POW 
  1D6+6
  CHA 
  3D6
  STR 
  3D6        
  CON 
  3D6
  DEX 
  2D6+6
  SIZ 
  Species
  INT 
  2D6+6
  POW 
  1D6+6
  CHA 
  3D6
  
  31
  Combat Engineer Companion
  Common Skills - First Aid, Perception
  Advanced Skills - Engineering, Mechanisms,
  Combat Actions - 2
  Movement - 6m
  Strike Rank - +5
  Weapon Types(1 choice from List) +10% to one Combat 
  Style.
  Pistol, Rifle, Sword, Dagger, Hammer, Axe
  Sapper - Explosives can be purposefully detonated by the Combat 
  Engineer without rolling for a random detonation time. Engineering’s 
  Critical range can also be added to Combat Style(Firearms) or Combat 
  Style(Artillery).
  Shock Trooper Companion
  Common Skills - Athletics, Brawn, Evade, Unarmed
  Advanced Skills - None
  Combat Actions - 3
  Movement - 8m
  Strike Rank - +10
  Weapon Types (2 choices from List) +20% to one Melee 
  Combat Style and Unarmed
  Any 1H Melee weapon, Any 2H Melee Weapon, Any 
  Melee Weapon and Shield
  Blitz - Shock Troopers have Double the normal HP for Underlings or 
  General HP NPCs and gain +20% Evade for the remainder of a round 
  when they Charge or Sprint.
  Specialist Companion
  Common Skills - See Organization
  Advanced Skills - See Organization
  Combat Actions - 3
  Movement - 8m
  Strike Rank - +10
  Weapon Types - See Organization
  Skilled - A Specialist is considered to be at officer rank 
  of an organization. They have each organizational 
  skill at a minimum of 80% (Or higher to meet minimum requirements 
  for an officer of that organization) and are Equipped as befitting their 
  organization.
  STR 
  2D6+6
  CON 
  2D6+6
  DEX 
  3D6
  SIZ 
  Species    
  INT 
  2D6+6        
  POW 
  1D6+6
  CHA 
  3D6
  STR 
  3D6        
  CON 
  3D6        
  DEX 
  3D6        
  SIZ 
  Species    
  INT     2D6+6        
  POW 
  1D6+6        
  CHA 
  3D6
  STR 
  2D6+5
  CON 
  2D6+5
  DEX 
  2D6+5
  SIZ 
  Species    
  INT 
  2D6+5        
  POW 
  1D6+6
  CHA 
  2D6+5
  
  32
  Tactical Actions
  Tactical Abilities are special abilities, similar to Heroic Abilities from 
  the Legend Core Rulebook but more readily available to Adventurers in 
  Historia Rodentia.
  They come in two types: Tactical Actions and Tactical Passives. Tactical 
  Actions work similar to Magic or Heroic abilities, in that a player invokes 
  the action as opposed to passives which simply are ‘on’ all the time.
  As magic does not exist in Historia Rodentia, Tactical Points replace 
  Magic Points and are derived from Int + Dex / 2, rather than POW. 
  Performing these abilities requires mental and physical quickness. While 
  reaching zero Tactical Points does not result in unconsciousness, it does 
  result in a level of Fatigue. Tactical Points are regained in the same fashion 
  as Magic Points (except up to Int + Dex / 2) including use of the Meditation 
  Skill. Tactical Actions use up a number of Tactical Points equal to 1 + Rank 
  each time they are invoked and Tactical Passives use none.
  Ex. Combat Riding I would cost 2 Tactical Points, where as Firearms 
  Mastery IV would use 5.
  At Adventurer Creation, an Adventurer can spend 20 Free Skill 
  Points to gain a Rank I Tactical Ability, up to two Rank I abilities in total. 
  No ranks beyond Rank I may be gained in this fashion at Adventurer 
  Creation.
  The Cost in Improvement Rolls to gain an ability is equal to its 
  Rank plus 1 but the Adventurer must also fulfill the requirements of 
  the Tactical Ability before taking it. Gaining a Rank I TA requires 2 
  Improvement Rolls, gaining a rank 2 requires 3 Improvement Rolls and 
  so on. No actual rolls are required to be made, the rolls are simply used 
  up.
  Entry Format
  Ability Name: The name of the Tactical action. The Roman Numerals 
  following the ability indicate its Rank and in parenthesis, Action or 
  Passive indicate its type.
  Requirements: 
  Skill, 
  Trait, 
  or 
  other 
  requirements 
  beyond 
  the 
  Improvement Roll cost to gain the tactical action.
  Description: An in-character description of the effect of the tactical action.
  Effect: A mechanical description of how the ability works.
  Anatomical Precision I (Passive)
  Requirements: Medical Training I, First Aid 75%, Combat 
  Style(Small Weapons) 50%
  Description: The scalpel has become a constant companion to 
  you. Figuring out where to cut, is second nature and your precision is 
  flawless.
  Effect: Your attacks count as one level of success higher for the 
  purposes of getting Combat Manoeuvres when wielding Small 
  size weapons. Your attacks with small weapons also ignore 1 AP.
  
  33
  Combat Riding I (Action)
  Requirements: Ride 50%
  Description: You have ridden in combat long enough to simply 
  reign your steed with your legs as you make your attacks, allowing you 
  full range of movement with your upper body.
  Effect: You can use your full Combat Style score for an attack even if 
  it exceeds your Ride Skill.
  Combat Riding II (Action)
  Requirements: Ride 75%, Background: Marches or Nomadic
  Description: You were practically born in the saddle and know just 
  how to get the most speed out of your mount.
  Effect: You can double the speed of your mount with a normal Ride 
  success roll for a single Combat Action. Doing so causes a level of fatigue 
  to your mount but adds an additional step to the Damage Modifier on its 
  attack during that Combat Action.
  Cult of Personality I (Passive)
  Requirements: 50% Influence OR Courtesy OR Seduction, 12+ CHA
  Description: You have cultivated an endearing image of your self 
  using your political wiles. People are more likely to do you a favor 
  because of how well liked you are.
  Effect: Add your Influence, Courtesy, or Seduction critical range to 
  the Duty score for political favors. This passive can be taken multiple 
  times to apply to a different organization/skill combination. 
  Faith I (Passive)
  Requirements: Duty 50%, Organization: Any Religion, Rank: Private
  Description: Your faith has protected you for as long as you have 
  known.
  Effect: For each rank within an organization above Recruit you 
  possess in your religious organization, you have 1 AP that you can place 
  on a single Hit Location. The AP can be moved to other Hit Locations 
  during your daily/weekly prayers or religious ceremonies. Additionally, 
  all Faith effects are disabled for the rest of the day if you fail a persistence 
  roll.
  Faith II (Passive)
  Requirements: Faith I, Duty 75%, Rank: Sergeant
  Description: Your religious awareness has helped you believe in 
  your ability to do anything.
  Effect: All of your Organizational Skills from your religion have the 
  critical range of your Duty value added to them and they use the Duty 
  critical range for critical rolls if their critical range is lower. As Faith I, 
  failing a Persistence roll disables this ability for the rest of the 
  day.
  
  34
  Firearms Mastery I (Action)
  Requirements: Firearms Combat Style 50%, Mechanisms 50%
  Description: You realize there are aiming sights on firearms and 
  have adjusted them enough to aim better at close range.
  Effect: You automatically count as having Aimed for 1 CA, 
  regardless of how long you aim, or if you aim at all. (i.e. You aim for 3 
  CA and add your critical range 4 times to your Combat Style.)
  Firearms Mastery II (Action)
  Requirements: Firearms Mastery I, Firearms Combat Style 75%
  Description: The regular drop of bullets due to gravity has given 
  you an eye for increasing the effective range of your weapon by aiming 
  higher than your sights indicate.
  Effect: Attacking beyond the Range value of your weapon only 
  reduces your skill by 25% instead of halving the score. You may attack 
  up to three times the Range Value but attacking beyond double halves 
  your Combat skill. The attacker must aim for at least one Combat Action 
  (not counting the free aim from Rank I).
  Firearms Mastery III (Action)
  Requirements: Firearms Mastery II, Firearms Combat Style 100%, 
  Organization: Any Military or Technology Organization, Rank: Sergeant
  Description: A ready weapon is imperative in times of war, you have 
  loaded your weapon so many times, you have got the process down to 
  mere seconds.
  Effect: The Load time of your weapon is halved and by spending an 
  additional Tactical Point, you can make an attack with it in the same CA 
  as the final load. Attacking in this manner does not allow you to move as 
  well.
  Firearms Mastery IV (Action)
  Requirements: Firearms Mastery III, Mechanisms 100%, Rank: 
  Officer
  Description: Multi-shot weapons are a miracle of the modern age 
  and you are an expert in their use, even if it abuses the weapon a little.
  Effect: May fire twice the normal rate of fire with a weapon that can 
  fire more than once without loading. Doing so requires a Mechanisms 
  roll with a -20% for each attack made over the normal rate of fire. A 
  failure damages the weapon as if struck by its own attack.
  
  35
  Furious Maul I (Passive)
  Requirements: Unarmed or Any 1H (dual wield or single weapon) 
  Combat Style 75%, Brawn 75%
  Description: The sight of enemies falling beneath your attacks just 
  propels you to further bloodshed.
  Effect: After landing the killing blow to an opponent, you gain one 
  free CA to use immediately, you may only attack as your action but may 
  move normally during the Combat Action.
  Hamster Grip I (Passive)
  Requirements: Brawn 50%, 2H Axe or Hammer Combat Style 75%, 
  Organization: Cult of Wodin, Rank: Sergeant
  Description: Why wield just a single weapon bigger than your entire 
  body? Wodin swung two axes, why shouldn’t you?
  Effect: You can equip a 2H weapon in one hand, taking a -20% 
  penalty to hit. You may now dual wield 2H Axes or Hammers but only 
  single wield other two-handed weapons.
  Just As Planned I (Action)
  Requirements: Duty(Any) 75%
  Description: You have a preternatural instinct for what to expect, as 
  such you’ve left missives for your allies, with objectives for them to act 
  out for you.
  Effect: Using this ability reduces the time for favors to be enacted 
  down to the minimum time regardless of distance from the source of 
  your favor.
  Lead By Example I (Passive)
  Requirements: Heroic Command 75%
  Description: You’ve trained extensively with your Squad Mate, so 
  much so you seem to act alike. It may be slight hero worship but your 
  Squad Mate has come to mimic your techniques near exactly.
  Effect: Your Squad Mate has the same Tactical Actions you do but 
  they cost an additional Tactical Point to use. Your Squad Mate does not 
  have access to the Tactical Passives.
  Medical Training I (Passive)
  Requirements: First Aid 50%
  Description: You have tested a number of medical drugs and 
  learned which are best for specific issues.
  Effect:  By making a successful First Aid skill test, you can override 
  the normal priority of Analgesic Powder, purposefully causing a 
  different effect on the patient.
  
  36
  Medical Training II (Action)
  Requirements: Medical Training I, First Aid 75%
  Description: You refuse to give up on your patients, even in the most 
  dire circumstances you can perform miracles
  Effect: Declare the expenditure of a number of Tactical Points, make 
  a successful First Aid roll with a -20% for healing a Serious Injury but 
  no additional penalty for Impalement, Unconsciousness, or Minor Injury. 
  For every Tactical Point spent you perform the normal effect of First Aid 
  and heal an additional 1D2 Hit Points per Tactical Point spent. Using this 
  ability on creatures of a different species will have half the Hit Points 
  restored. This ability cannot heal damage to a Major Injury.
  Resuscitation I (Action)
  Requirements: 
  Medical 
  Training 
  II, 
  Triage, 
  Healing 
  75%, 
  Organization: Medical Organization, Rank: Sergeant
  Description: Resuscitation techniques are relatively new to medical 
  science but you are one of the early adopters. By a combination of chest 
  compression and assisted breathing techniques, you can bring someone 
  back from the brink of death but the effort drains you emotionally.
  Effect: The body of the recently deceased must be present and cannot 
  have any Hit Locations necessary for life detached or dismembered. The 
  medic must begin attempting this ability within 2 Combat Turns of the 
  patient dying. Perform a healing test for each major injury the Adventurer 
  has sustained in their lifetime (at an increasing -10% for each major injury). 
  If all tests are succeeded, a resuscitated Adventurer returns to life with 
  0 Hit Points on all locations. This Adventurer is still in agony for 2D12 
  hours and has maximum fatigue. Using this ability expends the rest of the 
  medic’s Tactical Points, regardless of how many remain and causes a level 
  of fatigue to the medic. This ability can be used at 0 Tactical Points but the 
  resuscitator suffers an additional level of fatigue from the effort.
  Striking Leap I (Action)
  Requirements: Fleet Trait or Acrobatics 100%
  Description: Powerful leg muscles have allowed you to defy gravity, 
  you can leap into combat with your foes, ignoring what lies between you.
  Effect: Can ignore the effects of Terrain and Other Adventurers 
  in your way for one Charge. This Striking Leap Charge can only be 
  performed on foot, not mounted.
  Striking Leap II (Action)
  Requirements: Striking Leap I, Species: Jumping Mouse, Gerbil, 
  Sardan Pika
  Description: You’ve perfected your aim during a jump, putting your 
  weight and gravity behind your initial attack.
  
  37
  Effect: Increase the Damage Modifier during a Striking Leap Charge 
  by an additional step.
  Striking Leap III (Action)
  Requirements: Striking Leap II, Organization: Leaping Lancers
  Description: Sheer will and bravado have put you with the greatest 
  lancers of the world, your striking leap can clear entire battle lines to hit 
  your target.
  Effect: When you have no Fatigue, a Striking Leap Charge has 
  double your movement rate. After the charge is completed, gain a level 
  of fatigue.
  Striking Leap IV (Action)
  Requirements: Striking Leap III, Rank: Officer
  Description: You have learned your lesson to keep moving, ‘on the 
  bounce’ and can leap out of combat in the same motion as your striking 
  leap.
  Effect: After completing a Striking Leap Charge, the charger can 
  follow through as if mounted but may move in any direction.
  Tail Mastery I (Passive)
  Requirements: Prehensile Tail Trait
  Description: You have used your tail as a third arm long enough to 
  grip weapons steadily and strike with it.
  Effect: You may grip weapons in your tail and make attacks with 
  them, gaining an additional Combat Action that can only be used for an 
  attack with your tail weapon. Only Medium or smaller weapons may be 
  held in your tail. Any attacks made with your tail incur a -20% penalty.
  Tail Mastery II (Passive)
  Requirements: Tail Mastery I, Any Combat Style 50%
  Description:  You’ve learned to effectively use your tail in tandem 
  with your normal Combat Style, becoming a whirling storm of death.
  Effect: You now incur a reduced penalty of -10% to using your Tail to 
  attack with a weapon. Additionally, you can use your tail to assist in the 
  reloading of weapons, reducing the Load Time by 1 Combat Action.
  Tail Mastery III (Passive)
  Requirements: Tail Mastery II, Any Combat Style 75%,
  Description: Able to curl up your tail and lash out in mere seconds, 
  your opponents rarely expect the extra attack.
  Effect: The first attack made with your tail in a combat cannot be 
  parried or evaded.
  
  Tail Mastery IV (Passive)
  Requirements: Tail Mastery III, Any two Combat Styles 75%, 
  Organization: Assassin’s Guild, Rank: Sergeant
  Description: Your tail is a vital part of your identity and Combat 
  Style. As an Assassin, you have trained extensively and rely heavily 
  upon it being in good condition.
  Effect: Your tail has +2 HP and attacks with it have double the 
  normal critical range for the Combat Style.
  Triage I (Action)
  Requirements: Medical Training I, Healing 50%
  Description: Your Combat Medic training kicks in whenever bullets 
  start flying, you’ve learned to heal injuries by their priority and get it 
  done quickly.
  Effect: First Aid can be performed in 1D3 Combat Actions instead of 
  Minutes. Healing can be performed in 1D3 x10 Combat Actions instead 
  of minutes.
  Therapy I (Action)
  Requirements: Medical Training I, Influence 50%
  Description: In addition to a calming voice, your rapport with 
  patients helps relieve the stress of war.
  Effect: By spending 1D2 hours talking to a patient, a Therapist can 
  remove a level of fatigue and increase the patient’s Persistence by the 
  Critical range of the Therapist’s Influence skill.
  Quick Draw I (Action)
  Requirements: Firearms 100%, Firearms Mastery II
  Description: You’ve practiced drawing your weapon so many times 
  its second nature to you.
  Effect: Drawing a firearm is a free action, you can make an attack 
  with it in the same CA as drawing.
  Zealous Strike I (Action)
  Requirements: Faith II, Any Melee Combat Style 75%, Organization: 
  Any Religion, Rank: Officer
  Description: Your religious fervor empowers you to strike down 
  your foes.
  Effect: Add your Duty(Religion) Critical range to your Melee 
  Combat Style and add 1 Damage per rank in the organization when you 
  make an attack.
  
  39
  Equipment
  Axe Bayonet
  A small axe head that is attached to the bottom of a rifle. Although 
  this provides a more formidable melee weapon over a regular bayonet, 
  the extra weight disrupts your shooting ability even more. Attaching 
  an Axe Bayonet to a 2H Firearm allows you to attack with it in melee 
  instead of 2H Firearm Butt but applies a -20% to hit with a normal 
  firearm ranged attack.
  Bayonet
  A small knife or blade that is attached to the bottom of a rifle. This 
  provides a better reach and penetrating power than simply hitting your 
  melee opponent with the rifle butt. Attacking a bayonet to a 2H Firearm 
  allows you to attack with it in melee instead of 2H firearm butt but 
  applies a -10% to hit with a normal firearm ranged attack.
  Claw Gauntlet - One Handed
  A metal gauntlet with razor-like claws that fit over the Adventurer’s 
  own claws. Uses the Unarmed skill as its Combat Style.
  Entrenching Shovel - One Handed
  A shovel that is serrated to help it cut through tough dirt, roots and 
  even soft stone. Attacking with an Entrenching Shovel ignores 1 point of 
  armor. Outside of combat an Entrenching Shovel gives +10% to Brawn 
  when digging.
  Tail Blade
  A weapon that can be strapped to a Large Tail to provide an 
  additional attack as if the Adventurer had Prehensile Tail and Tail 
  Mastery I. Such attacks use the Unarmed Skill and have a -20% 
  penalty.
  Melee Weapons
  Weapon
  Damage
  STR/
  DEX
  Size
  Reach
  Combat 
  Maneuvers
  ENC
  AP/
  HP
  Cost
  1H Firearm 
  Butt
  1D2
  -/-
  S
  S
  Stun Location
  -
  -
  -
  2H Firearm 
  Butt
  1D4
  -/-
  M
  M
  Stun Location
  -
  -
  -
  Axe 
  Bayonet
  2D4
  10/9
  M
  M
  Bleed, Sunder
  1
  3/6
  5 GM
  Bayonet
  1D6
  8/9
  S
  L
  Impale
  -
  4/6
  1 GM
  Claw 
  Gauntlet
  1D6+1
  12/-
  M
  S
  Bleed, Impale
  1
  6/6
  10 GM
  Entrenching 
  Shovel
  1D6
  5/-
  M
  S
  Bleed
  1
  4/4
  1 GM
  Tail Blade
  1D4+1
  7/12
  S
  S
  Bleed
  -
  4/6
  5 GM
  
  40
  2H/1H Firearm butt
  This is not a real weapon but the profile for using a 2H or 1H firearm 
  as a club. Pistols may be used in close combat with their normal profile 
  but to continue attacking after you have run out of loaded shots, this is 
  used instead. The Combat Style is represented by Brawn.
  Range Weapons
  Weapon
  Damage
  Dam 
  Mod
  Range
  Load
  STR/
  DEX
  Skill
  ENC
  AP/
  HP
  Cost
  30 Pound 
  Cannon
  1D12
  No
  200m
  6
  10/12
  Artillery
  X
  5/10
  500 GM
  Ballista
  1D8
  No
  100m
  4
  10/12
  Artillery
  X
  4/10
  300 GM
  Efrit Cannon
  1D12
  No
  200m
  6/4
  12/12
  Artillery
  X
  5/10
  500 GM
  Hand 
  Mortar
  X
  No
  35m
  4
  9/9
  Firearms
  3
  4/7
  35 GM
  Heavy Pistol
  2D6
  No
  50m
  3/1
  6/9
  Firearms
  1
  4/4
  15 GM
  Light Rifle
  2D6
  No
  75m
  3/1
  7/11
  Firearms
  2
  4/7
  25 GM
  Light 
  Panzardi
  2D6
  No
  25m
  3/20
  12/14
  Firearms
  4
  4/10
  250 GM
  Long Rifle
  2D8
  No
  100m
  4/1
  8/11
  Firearms
  3
  4/8
  50 GM
  Naptha 
  Bomb (5)
  2D8
  No
  3m
  --
  7/9
  Throwing
  1
  4/3
  5 GM
  Panzardi 
  Speciale
  2D6
  No
  50m
  2/20
  10/12
  Artillery
  5*
  4/10
  200 GM
  Pocket Pistol
  2D4
  No
  25m
  2/1
  5/9
  Firearms
  1
  4/3
  10 GM
  Repeater
  1D8
  No
  50m
  3/3
  8/10
  Firearms
  2
  4/8
  50 GM
  Shrapnel 
  Grenade (5)
  4D6
  No
  3m
  --
  11/9
  Throwing
  1
  4/3
  5 GM
  Sapper’s 
  Dynamite
  4D10
  No
  5m
  --
  -/-
  --
  2
  2/3
  15 GM
  Shotgun
  4D4*
  No
  30m
  3/2
  9/9
  Firearms
  3
  4/7
  35 GM
  Venturan 
  Mortar
  X
  No
  50m
  2
  10/12
  Artillery
  5*
  4/10
  250 GM
  York Pistol
  1D6
  No
  25m
  3/4
  6/9
  Firearms
  1
  4/4
  15 GM
  Firearms & Artillery
  Any weapon that is classified as a firearm or Artillery does not use 
  2xDEX to derive its Combat Style. These weapons use DEX+INT to 
  determine starting skill. Any Adventurer can shoot a firearm as if they 
  had the firearm Combat Style at its basic value but must reload the 
  weapon as if it had a 2x load time. Taking the Combat Style returns the 
  load time to its normal value.
  Pistols are offhanded weapons and can be used in a two weapon 
  style with small-size ranged weapons or one handed melee weapons. 
  Loading a pistol still requires two hands free. Pistols also cannot be 
  parried or evaded in close combat.
  
  41
  Rifles bullets move so fast and hit so hard that most armor is useless 
  in an age of gunpowder. Rifles ignore half armor on a Hit Location. This 
  does not affect natural armor, only equipped armor.
  Firearms  have different shot capacities, as such, Load will indicate 
  both the load time and the attack count before having to reload in this 
  format X/Y, X being Load, Y being attack count.
  Deviation - When throwing or shooting grenades and other 
  explosives, should the attack fail to hit the target but not cause a fumble, 
  the explosive will deviate 2 meters per 10% you miss by. Roll 1D8 to 
  determine direction. (1 Being North, 2 North East, etc.)
  Explosive Range - The Range listed for Shrapnel Grenades, Naphtha 
  Bombs, Sapper’s Dynamite and other explosives indicates the Area of 
  Effect rather than the range of the attack. The throwing range is based off 
  the Athletics skill as detailed in the Legend Core Rulebook.
  30 Pound Cannon - Two Handed, Three Operators
  This cannon has wheeled mounting if used in the field, or a rolling 
  block if mounted to a ship or castle wall. Cannons are innately inaccurate 
  and firing one requires a -20% penalty to Combat Style (Artillery). 
  Regardless of ammunition used, the cannon deals its damage to targets 
  hit by its attack, in addition to any other effects. The Cannon is too heavy 
  to be carried by Adventurers. It can be pulled using Brawn, 5 meters per 
  10% Brawn per minute. The cannon may also be drawn by a steed at half 
  movement rate after taking a minute to harness the cannon to the steed.
  Ballista - Two Handed, Two Operators
  A large crossbow mounted to the back of a Siege Tortoise or built 
  with a frame to stabilize it on the ground. If fired from the back of 
  a tortoise while moving it suffers -20% to Combat Style (Artillery). 
  The ballista fires large crossbow bolts that pass through unarmored 
  targets but always impale armored targets. If a bolt passes through 
  an unarmored target it can hit one additional target before losing 
  momentum. The damage ignores armor. The ballista is too heavy to be 
  carried by Adventurers. It can be pushed using Brawn, 2 meters per 10% 
  Brawn per minute.
  Efrit Cannon - Two Handed, Two Operators
  This Rapid-fire Cannon comes with mounting to strap it to a Siege 
  Tortoise, allowing it to move and fire. The drawback of this style of 
  artillery is that Combat Style (Artillery) is halved if the tortoise has 
  moved during the turn the weapon is fired, otherwise it suffers a -20% 
  for the basic inaccuracy of cannons. Two operators must be riding the 
  tortoise to load and fire its weapon. Regardless of which ammunition 
  is used in the cannon, it deals its damage to targets hit by its attack, in 
  addition to any other effects. The Cannon is too heavy to be carried by 
  Adventurers. It can be pushed using Brawn, 1 meter per 10% 
  Brawn per minute.
  
  42
  Hand Mortar - Two Handed
  A two handed, large tube that operates similar to a regular firearm 
  but is large enough to use Shrapnel Grenades, or Naphtha Bombs as 
  ammunition. Firing a grenade or bomb in this fashion increases the 
  range to 35m and uses the Firearms Skill instead of Throwing. Hand 
  Mortars are notoriously dangerous weapons, the critical failure range is 
  95-100. A critical failure means the bomb has not left the mortar and the 
  fuse is still ticking down. A successful engineering roll at -20% lets you 
  attempt to fire again on the next Combat Action. If the fuse runs out, it 
  destroys the Hand Mortar and applies its damage as normal where you 
  tossed the hand mortar as you ran for it.
  Heavy Pistol - One Handed
  An older, larger breech loading pistol, classically used in duels. Their 
  increased size allows a larger caliber ammunition than a Pocket Pistol.
  Light Panzardi - Two Handed
  The one-man handheld version of the Panzardi Speciale, is an 
  absurd weapon. For safety reasons it fires at a slower rater than the 
  Speciale, making 3 attacks at a -30% penalty in a single Combat Action. 
  The sweeping rate is much easier, able to turn 90 degrees in a single 
  Combat Action. Like a Speciale the Light Panzardi can continue firing 
  over multiple Combat Actions and incurs a -10% penalty to mechanism 
  rolls to make sure the gun does not jam or overheat. Unlike the Speciale, 
  the Light Panzardi has no mounting but a user that moves over half their 
  movement rate suffers an additional -10% to hit on any attacks after 
  moving.
  Light Rifle - Two Handed
  Breach loaded light rifles are the standard issue weapon in most 
  armies, as their loading is much simpler than a Long rifle and they are 
  cheaper to produce and supply ammunition for than Repeater Carbines. 
  Their ammunition sits in between Carbines and Long Rifles in caliber 
  and gunpowder charge providing a decent mid-range weapon.
  Long Rifle - Two Handed
  Older Muzzle-loaded rifles are still the preferred weapon of snipers 
  as their increased range compared to cased ammunition rifles is key to 
  counter-balancing their long load times.
  Naphtha Bomb - One Handed, Explosive
  A conflagration explosive, that deals its damage by setting its victims 
  on fire. When you throw the bomb, the GM secretly rolls 1D6, this 
  determines how many Combat Actions pass before the bomb detonates. 
  If time remains, someone can pick up the grenade and chuck it back, 
  
  43
  or dive for cover. Either way, when the bomb detonates it deals its total 
  damage to each target, ignoring 1/2 their armor and applies Large Flame 
  damage. This Fire damage continues each turn until the fire is put out 
  via water, suffocation or other means. The base damage from the bomb 
  is split amongst 2D4 Hit Locations but the Large Flame damage applies 
  in total to each Hit Location. The GM should also be sure to note that 
  the Naphtha bomb will apply its damage to everything else in range, 
  including inanimate objects. If any of the dice rolled for damage are a 
  result of ‘1’ that die’s value is ignored; if all dice are ‘1’s the bomb is a 
  dud. Naphtha Bombs are one use weapons.
  Panzardi Speciale - Two Handed, Two Operators
  A unique weapon design from the city of Venture, the Speciale is 
  a two-man operated, automatic loading, self-powered machine gun. 
  In a single Combat Action, the Speciale fires 5 Times at a -20% penalty, 
  counting as 5 shots out of 20 from its total load. Each attack can be made 
  at targets in a sweeping arc in front of the machine gun. At maximum 
  range, the Speciale can sweep over the course of its 5 attacks 15 meters. 
  Each time the Panzardi Speciale continues firing without pausing 
  for at least a Combat Action, the operators must make a mechanisms 
  roll at an increasing -10% penalty to keep it operating smoothly. If the 
  roll is failed, the Gun jams and is damaged equal to the damage of the 
  attack. The barrel must be cleared and the firing mechanisms repaired 
  before operation can continue. For every Turn that the gun is not in use 
  without having been damaged, the mechanisms penalty is reduced by 
  10%. When not in operation, the Panzardi Speciale is broken down into 
  two major components, the gun itself and its mounting. Breaking down 
  for movement takes One Combat Action from each operator and each 
  Operator takes 5 ENC to carry their half of the machine. Setting up in 
  another position takes another Combat Action from each operator. Safety 
  mechanisms keep the gun from firing without resting on its mounting.
  Pocket Pistol - One Handed
  Easily concealable but low caliber, the Pocket pistol is a defensive 
  weapon, best at extremely close ranges. They are breach loading 
  weapons and only about the size of your paw, lending their other 
  nickname as ‘paw pistols’.
  Repeater Carbine - Two Handed
  Smaller build rifles that are capable of loading more than one round 
  at a time and fire them in succession before needing to reload. Repeater 
  Carbines are coming into their own as a law enforcement and cavalry 
  weapon, allowing single shooters to hold off multiple assailants. To 
  keep the weight down smaller ammunition is used, reducing the overall 
  damage and range.
  
  44
  Sapper’s Dynamite - Two Handed, Explosive
  Mining and Wrecking explosives, Dynamite is detonated by a 
  plunger and cord, or by a sudden shock to the nitroglycerin laced 
  through it. Packs of dynamite are too heavy to throw any real distance 
  and use in warfare is usually reserved for laying traps, or sapping 
  structures. The range of sapper’s dynamite is based on the total length of 
  detonation cord. A regular purchase of Sapper’s Dynamite includes 20m 
  of cord.  Proper use entails placing the dynamite where you wish it to 
  detonate and then running the cord back to the plunger and depressing 
  the plunger to detonate it. Dynamite is a one use weapon, the cord 
  and plunger can be reused, giving a 2 GM discount on new dynamite 
  charges.
  Shrapnel Grenade - One Handed, Explosive
  A gunpowder explosive that is loaded with pieces of metal, designed 
  to deal damage more from the debris than from the explosive charge. 
  When you throw the grenade, the GM secretly rolls 1D6 , this determines 
  how many Combat Actions pass before the grenade detonates. If time 
  remains, someone can pick up the grenade and chuck it back, or dive for 
  cover. Either way, when the grenade detonates it deals its total damage to 
  each target. On targets with Hit Locations, the damage is split amongst 
  2D4 Hit Locations, ignoring half armor before applying to health. If any 
  of the dice rolled for damage are a result of ‘1’ that die’s value is ignored; 
  if all dice are ‘1’s the bomb is a dud. Grenades are one use weapons.
  Shotgun - Two Handed
  Also known as a trenchgun for its perfect scene of use, the Shotgun 
  shoots a pack of small pellets at the target. As the energy and focus of the 
  pellets is lost over a distance but is perfect at close ranges, the damage 
  from 15m or closer adds +4 to the total rolled. Beyond 30m the damage is 
  reduced to 3D4. Shotguns ignore one point of armor, rather than half like 
  rifles but can be equipped with bayonets.
  Venturan Mortar - Two Handed, Two Operators
  Built on the same mounting as the Panzardi Speciale, the Venturan 
  Mortar is a stabilized version of the Hand Mortar. Like a hand mortar, 
  the Venturan Mortar can be loaded with Shrapnel Grenades or Naphtha 
  Bombs, firing in the same manner. The mortar cannot be moved while 
  firing and must be broken down like a Panzardi Speciale.
  York Pistol - One Handed
  A multi-barreled pistol, popular with naval officers, privateers and 
  cavalry soldiers as a side arm. The multiple barrels can be loaded and 
  fired individually, or by a trick of the triggering mechanisms, can be all 
  fired instantly, adding the damage from each loaded round to the attack 
  (dealing 4D6 with 4 bullets loaded). Firing all the barrels at once 
  requires your other hand free to reduce the shock or suffer 1 
  damage to the arm holding the weapon (ignoring armor).
  
  45
  Ammunition
  Ammunition
  ENC
  Cost
  18mm Muzzle with Paper Cartridges (10)
  -
  5 SM
  .22 Short Cased (20)
  -
  5 SM
  .44 Long Cased (10)
  -
  3 SM
  00 Rat-Shot (10)
  1
  5 SM
  12 Gauge Snake-Slug (5)
  1
  5 SM
  Ballista Bolt (2)
  2
  5 SM
  Efrit Round Shot
  3
  10 SM
  Efrit Shrapnel Shell
  3
  12 SM
  Large Round Shot
  4
  12 SM
  Large Chain Shot
  4
  12 SM
  Panzardi Ring Magazine (20)
  1
  15 SM
  18mm Muzzle with Paper Cartridges - Long Rifle Ammo
  Conical shaped bullets that are the last hold outs for muzzle loaded 
  ammunition, 18mm Muzzle rounds are used by Long Rifles. The 
  enormous size of these rounds is known to cause actual dismemberment 
  of limbs. Luckily for the targets, the loading of these shots still requires 
  a ramrod and separate powder cartridges, slowing the rate of fire 
  immensely.
  .22 Short Cased - Repeater Carbine and Pocket Pistol Ammo
  One of the early shell cased bullet designs, the .22 Short is loaded 
  into Repeater Carbines and Pocket Pistols. The shorter case reduces the 
  total gunpowder in the shell, reducing the force and range but keeps 
  the user unencumbered when dealing with a lot more ammunition than 
  other weapons.
  .44 Long Cased - Light Rifle and Heavy Pistol Ammo
  A more recent design for breech loading Light Rifles and Heavy 
  Pistols, these larger bullets with a larger powder load hit hard and have 
  a decent range to them. These bullets are unfortunately a little more 
  expensive due to the resources involved.
  .44 Short Cased - York Pistol Ammo
  Originally the first York pistols used .44 Longs but the force of firing 
  all the rounds at once broke the wrists of users, so a smaller Short case 
  was designed, this unfortunately reduced the overall damage and range 
  but allowed the user to keep their arm out of a sling.
  
  46
  00 Rat-Shot - Shotgun Ammo
  Pronounced ‘Double Aught’, the Rat-shot is a shotgun shell with 
  about eight lead pellets packed in front of a large gunpowder charge. It 
  was so named for its ability to take down rats who had succumbed to 
  disease during the Ermindorf Riots.
  12 Gauge Snake-Slug - Shotgun Ammo
  Designed by the Aquitaran Foreign Legion for use against larger 
  creatures, these solid slugs are an alternative ammunition for a shotgun. 
  Using these more expensive shells makes the bonus adds 1D4 to the total 
  damage and makes it ignore half armor like a rifle.
  Ballista Bolt - Ballista Ammo
  A large crossbow bolt, with more in common with a spear or javelin. 
  The ballista bolt has high penetrating power and has been the go-to siege 
  weapon of civilizations without gunpowder for centuries. The lower 
  price of such weapons even makes them common for smaller armies in 
  modern times.
  Efrit Solid Shot - Efrit Cannon Ammo
  A cased cannon ball sized to fit the bore of an Efrit Cannon. The 
  force of the cannon ball impacts a target hard enough to instantly cause 
  a Serious Injury to a Hit Location or a Major Injury on a failed Resilience 
  test. The victim and anyone else within 5 meters suffer the cannon’s 
  damage spread across 2D4 Hit Locations, ignoring armor. This attack 
  deviates on a failure.
  Efrit Shrapnel Shell - Efrit Cannon Ammo
  A hollow shell filled with metal bearings that burst from the shell 
  about 10 meters out of the cannon. The bearings then spread out hitting 
  a number of targets. Starting 10 meters out from the Cannon, this attack 
  affects a 15m wide, 20m long area. The cannon’s damage is multiplied by 
  1D6 then spread across 2D4 Hit Locations (roll independently for each 
  victim). These attacks do not ignore armor and shrapnel is too small to 
  damage sturdy structures. This attack is very hard to dodge. Shrapnel 
  shell does not suffer from -20% inaccuracy but instead, for every 10% 
  by which you miss, targets suffer 1 less multiplier on the 1D6. (A Shell 
  misses by 20% and the attack rolled a 5 multiplier. The attacker rolls 
  3D12 for damage to the target.)
  Large Chain Shot - 30 Pound Cannon Ammo
  A hollow cannon ball cut in half with a chain linking the halves. The 
  chain shot is designed to spin after being fired from a cannon, creating 
  a wide cutting path, usually for breaking the masts of ships.  Chain 
  shot will easily go through wood walls without stopping. If a target is 
  struck by a chain shot, it instantly suffers a Major Injury to a 
  
  47
  Armor
  Type
  AP
  ENC
  Cost Per Hit Location
  Cotton
  1
  0
  10 SM
  Hard Leather
  2
  2
  15 SM
  Linen
  2
  1
  20 SM
  Ringmail
  3
  2
  40 SM
  Scalemail
  4
  2
  50 SM
  Chain Mail
  5
  3
  80 SM
  Plate
  6
  3
  150 SM
  Articulated Plate
  7
  4
  300 SM
  Effects of SIZ on Armor
  Unlike in Legend, SIZ has no bearing on the ENC of armor. Half the cost 
  for Tiny species and Double the price for every other size bracket beyond 
  Large.
  Cotton
  The most common form of protection, be it a heavy coat or thick 
  clothing, everyone is used to wearing this fabric. As such, no Armor 
  Penalty is applied to your Strike Rank when wearing cotton armor.
  Hit Location and it is severed from the body. The Chain shot continues 
  moving past its first victim but the spinning effect is lost and it only does 
  the cannon’s damage to one Hit Location of its next target before losing 
  too much momentum to be a continued threat. This damage does not 
  ignore armor. This attack deviates on a failure.
  Large Round Shot - 30 Pound Cannon Ammo
  A larger cannon ball sized to fit the 30 Pounder. The force of the 
  cannon ball impacts a target hard enough to instantly cause a Serious 
  Injury to a Hit Location or a Major Injury on a failed Resilience test. 
  Anyone within 5 meters suffer a serious Injury to a Hit Location on a 
  failed Resilience test. The victim and anyone else within 5 meters suffer 
  the cannon’s damage spread across 2D4 Hit Locations, ignoring armor. 
  This attack deviates on a failure.
  Panzardi Ring Magazine - Panzardi Speciale and Light Panzardi Ammo
  The Ring shaped magazine used by the Panzardi Speciale and its 
  smaller counterpart contains 20 8mm Long-Cased rounds that are spring 
  fed by the magazine into the Speciale. The hole in the center of the Ring 
  makes it easy for the second operator to carry multiple magazines, or 
  hang them from the mounting of the gun while reloading, letting the 
  gunner continue firing. 
  
  48
  Items
  Item
  ENC
  Cost
  Analgesic Powder
  1
  5 SM
  Assault Assistance Pack
  5
  200 GM
  AAP Charge (1)
  1
  10 GM
  Carbolic Soap
  1
  2 SM
  Detonation Cord
  -
  5 SM
  Healer’s Kit
  1
  50 SM
  Magnesia Compound (5)
  1
  5 SM
  Valkyr Mk.1 Clockwork Armor
  -
  500 GM
  Analgesic Powder
  Painkillers have existed since ancient times but the modern powders 
  created by pharmacists prove to be generally safer for regular use. Doses 
  of Analgesic Powder can provide a number of effects but they are not 
  miracle drugs, they will always apply to the first effect in the order listed 
  that the user has. 
  1. Remove a level of fatigue for 12 hours.
  2. Ignore the non-damaging effects of a poison or disease for 12 hours.
  3. Ignore the effects of a failed Resilience roll for a serious wound for 
  6 hours.
  4. A sufferer from a major wound doubles the time before they die 
  from the wound.
  5. Heals 2 HP to all locations but suffer a -10% to all physical Skill 
  Tests for 12 hours.
  After applying an Analgesic, additional doses within 12 hours 
  provide no beneficial effect and can actually be detrimental, causing 
  a stacking -10% to all rolls for each overdose. Beyond 4 doses, levels of 
  fatigue are applied for doses.
  Assault Assistance Pack
  An invention of the Skyguard, the AAP is a short burst rocket that 
  ‘assists’ the user in jumping gaps, say from the deck of an airship to a 
  castle parapet. The AAP works slightly different from a normal jump 
  under the Athletics skill:
  Mechanism rolls determines if the AAP was used properly, a failure 
  means the device failed to start, a critical failure means the device will 
  detonate in 1D6 Combat Actions as a Naphtha Bomb. A Critical Success 
  lets you pick the exact spot you land between 21-30 meters.
  A running jump with an AAP provides no benefit compared to a 
  standing jump.
  The AAP makes a jump of 1D10+20 meters horizontally, with a 
  required vertical clearance of 1D6+10 meters.
  
  49
  You take fall damage one damage category lower than normal if the 
  landing position is below your launch position; the AAP cushions your 
  landing slightly.
  Every point of SIZ above 10 reduces the distance by ½ meter
  Every point of Armor Penalty reduces the distance by ½ meter
  Four Charges are installed into an AAP at a time, allowing 4 jumps 
  before requiring new charges need to be loaded.
  Replacing 4 Charges requires one mechanisms roll, failure to install 
  the charges properly damages a charge, wasting it and requires another 
  mechanism roll to install the remaining charges. Critical Success allows 
  you to avoid Mechanism rolls for the use of the AAP until the next 
  installation. Critical Failure results in damage to all the charges and you 
  need to purchase a new set.
  Carbolic Soap
  Cleanliness in surgery and other medical procedures is a recent 
  development, before the papers published by David Lister on the topic 
  of antiseptics and germ theory, ‘miasma’ was the supposed cause of 
  disease. Carbolic Soap is now the standard tool for germ killing and 
  sterilization of a surgery room. Use of soap provides a +10% bonus to 
  First Aid and Healing Skill Tests. To get the proper effect, an entire bar is 
  used up in performing Healing rolls but only half a bar for First Aid.
  Detonation Cord
  To put a larger distance between you and your dynamite, additional 
  detonation cord adds 5m per section purchased to the total distance you 
  can be from the dynamite and still detonate it.
  Healer’s Kit
  See Legend Core Rulebook. Works the same, only a price change is made to 
  this item.
  Magnesia Compound 
  A chemically prepared vial of Magnesium Hydroxide, when mixed 
  with water creates a make-shift antivenom by encouraging the digestive 
  system. When ingested, provides a 1D10+10 bonus to the imbiber’s 
  Resilience Score. The Magnesia Compound results in a laxative effect 
  and the imbiber will need to resolve their digestive issues after resisting 
  the venom.
  Valkyr Mk. I Clockwork Armor
  The premier tool of the Valkyr Corp. and invention of Federwerk 
  Industries, the Valkyr is a clockwork suit of armor, that augments the 
  combat abilities of its user. Designed for an intelligent operator, the 
  Engineering and Mechanisms skill critical range of the operator are 
  
  50
  added to various skills while used in a Valkyr. Basic Valkyr have the 
  statistics listed in the Mounts & Beasts of Burden Section. They can 
  equip any weapons that an Adventurer can but weapons must be 
  integrated into a Valkyr by spending 1d3 hours converting the weapon, 
  mounting it to an arm and making a Mechanisms roll. A failure renders 
  the weapon useless, a critical failure renders the mounting arm useless, 
  both requiring repair to make them useful again. Uninstalling a weapon 
  follows the same basic rules as installing a weapon. You must be Tiny or 
  Small size category to pilot a Valkyr.
  Kiwi - Avian Steed
   
  Dice 
  Average
  STR 
  2D6+18 25
  CON 
  3D6+6 17
  SIZ 
  1D6+13 17 
  Large
  INT 
  4 
  4
  DEX 
  3D6+3 10
  CHA 
  2+1D10 8
  1D20 
  Hit Location 
  AP/HP
  1–5 
  Right Leg 
  2/7
  6–10 
  Left Leg 
  2/7
  11–16 
  Body 
   
  2/17
  17–20 
  Head 
   
  2/7
  Mounts & Beasts of Burden
  Disregard this section of the Legend Core Rulebook, the following 
  Mounts and Beasts of Burden are available in the Eutheria region of 
  Brushfire.
  Mount
  ENC Carried
  Cost
  Plough Kiwi
  70
  200 GM
  Riding Kiwi
  50
  250 GM
  Riding Turtle
  75
  300 GM
  Siege Tortoise
  250
  1000 GM
  Combat Actions  
  2
  Damage Modifier 
  +1D8
  Movement  
   
  16m
  Strike Rank  
   
  +7
  Typical Armor: Hide (2 AP) , No Armor penalty
  Traits: Medium Mount
  Skills: Athletics 75%, Brawn 60%, Persistence 45%, Resilience 60%, 
  Survival 20%
  Combat Styles
  Kick 40%, Peck 60%
  
  51
  Weapons
  Type 
  Size 
  Reach Damage 
  AP/HP
  Kick 
  M 
  M 
  1D6+1D8 
  As for Leg
  Peck 
  M 
  L 
  2D6+1D8 
  As for Leg
  Medium Mount
  Kiwis are large enough to carry Medium or smaller creatures as riders.
  Creature Notes
  A strange, flightless bird, that came to Eutheria along trade routes 
  from the southeast. They instantly became popular as domesticated 
  steeds and are heavily used in the marchlands between Aquitar and 
  Vandalands. Two basic varieties of Kiwi exist. The Plough Kiwi is used 
  by farmers to till their fields and perform other civilian tasks such as 
  pulling carts or carriages, These Kiwis have a higher ENC value as noted 
  in the Equipment section but they suffer a -20% to all skills if forced into 
  combat including applying a -20% to the Ride skill of the rider. Riding 
  Kiwis are trained for battle or scouting and have no issues carrying 
  soldiers into battle.
  
  52
  Riding Turtle - Reptilian Steed
  1D20 
  Hit Location 
  AP/HP
  1–3 
  Right Rear Leg 
  4/8
  4–6 
  Left Rear Leg 
  4/8
  7-9 
  Right Fore Leg 
  4/8
  10-12 
  Left Fore Leg 
  4/8
  13–18 
  Body 
   
  6/19
  19–20 
  Head 
   
  4/8
   
  Dice 
  Average
  STR 
  2D6+18 25
  CON 
  4D6+10 17
  SIZ 
  1D6+16 20 
  Very Large
  INT 
  4 
  4
  DEX 
  1D6+3 7
  CHA 
  2D6+4 11
  Combat Actions  
  2
  Damage Modifier 
  +1D8
  Movement  
   
  6m
  Strike Rank  
   
  +7
  Typical Armor: Turtle Shell (3 AP) , No Armor penalty
  Traits: Large Mount
  Skills: Athletics 60%, Brawn 80%, Persistence 70%, Resilience 80%, 
  Survival 20%
  Combat Styles
  Snap 60%
  Weapons
  Type 
  Size 
  Reach Damage 
  AP/HP
  Snap 
  M 
  M 
  2D6+1D8 
  As for Head
  Large Mount
  Riding Turtles are large enough to carry Large Size or 
  smaller riders.
  
  53
  Creature Notes
  Unlike their northern relatives, the Turtles of Bharat are non-
  sapient and have been domesticated by the Geckos for centuries. After 
  the collapse of the Bharatese nations, the Geckos fled across the sea to 
  Scyzantium and their riding turtles came with them. These lumbering 
  mounts provide a rather stable platform for shooting from, allowing a 
  rider’s Combat Style to exceed their Ride skill by 15%. Special mountings 
  on Riding Turtles are designed for the use of Long Rifles, allowing 
  Combat Style to exceed Ride by 25% when firing one.
  
  54
  Siege Tortoise - Reptilian Steed
  1D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  4/10
  4–6 
  Left Leg 
  4/10
  7-9 
  Right Fore Leg 
  4/10
  10-12 
  Left Fore Leg 
  4/10
  13–18 
  Body 
   
  8/23
  19–20 
  Head 
   
  4/10
   
  Dice 
  Average
  STR 
  2D6+20 27
  CON 
  2D6+20 27
  SIZ 
  1D6+25 29 
  Giant
  INT 
  2D6+8* 15
  DEX 
  1D6+3 7
  CHA 
  2+1D10 8
  *+1D6 for every 100 years of age 
  past the first.
  Combat Actions  
  2
  Damage Modifier  
  +1D12
  Movement  
   
  12m
  Strike Rank  
   
  +7
  Typical Armor: Hide (4 AP), Turtle Shell (8 AP) , No Armor penalty
  Traits: Huge Mount
  Skills: Athletics 75%, Brawn 60%, Persistence 45%, Resilience 60%, 
  Survival 20%
  Combat Styles
  Snap 60%
  Weapons
  Type 
  Size 
  Reach Damage 
  AP/HP
  Snap 
  M 
  L 
  2D6+1D12 
  As for Head
  
  55
  Huge Mount
  Siege Tortoises are able to carry a Huge or smaller creature, or carry 
  a Howdah and up to 3 Large or smaller creatures. Artillery may also be 
  mounted to the Siege Tortoise.
  Creature Notes
  Indigenous to the Island of Adwaita and the surrounding mainland, 
  the Siege Tortoises form symbiotic relationships with the Anoles that 
  are also indigenous to Adwaita. These massive creature are able to be 
  used as walking siege weapons, either as rams, smashing their weight 
  into castle walls, or by strapping cannons or other massive weapons 
  to their shells. When travelling, Howdahs are often strapped to them 
  so that several riders can travel in style. The extreme lifespan of the 
  Siege Tortoises allow them to share their knowledge with their Anole 
  companions, often being paired several times over their life, as the 
  Anoles lifespan is much shorter than their own.
  
  56
  Valkyr Mk. 1 - Clockwork Armor
  1D20 
  Hit Location 
  AP/HP
  1–3 
  Right Leg 
  4/4
  4–6 
  Left Leg 
  4/4
  7-12 
  Body 
   
  8/11
  13-15 
  Right Arm 
  4/3
  16-18 
  Left Arm 
  4/3
  19–20 
  Engine  
  4/4
   
  Dice 
  Average
  STR 
  2D6+18 25
  SIZ 
  1D6+13 17    Large
  DEX 
  3D6+3 10
  Damage Modifier 
  +1D8
  Movement  
   
  6m/10m
  Typical Armor: Iron Skin (4 AP) / Hardy Wood (3 AP), No Armor Penalty
  Traits: Small Pilot, Mechanical, Gyro-stable, Buoyant OR Water Tight
  Skills: Athletics 50%, Evade 25%, Brawn 75%, Resilience 75%, Survival 
  20%
  Combat Styles
  Unarmed or Any Combat Style 65%
  Weapons
  May Equip Two Weapons, ignoring STR/DEX restrictions and One/Two-
  handedness
  Small Pilot
  Valkyr are large enough to carry Small or Tiny creatures as pilots. 
  Pilots are contained within a Valkyr and replace their physical skills 
  with those of the Valkyr. These skills are augmented by adding the 
  Engineering and Mechanisms critical range of the pilot to their scores as 
  follows:
      Engineering
          Melee Combat Styles
          Unarmed
          Brawn
          Stealth
      Mechanisms
          Ranged Combat Styles
          Athletics
          Resilience
          Sleight
  Highest of the Two
  Evade
  Mechanical
  Cannot be affected by biological agents such as Poison or Disease. 
  These can affect the pilot if the attack that applied poison or disease hit 
  the Body and did enough damage to exceed the AP value of the Body. 
  The Valkr’s Combat Actions and Strike Rank are determined by the Pilot. 
  If the Body or Engine of a Valkyr reaches 0, suffering a serious ‘injury’ 
  and a Resilience test is failed, the Valkyr will explode as a Shrapnel 
  Grenade in 1D6 Combat Actions. The pilot takes 2 Combat Actions to 
  escape the vehicle. Upon suffering a major ‘injury’ to the Body or Engine 
  the Valkyr will explode as a Shrapnel Grenade in 1D3 Combat Actions, 
  a successful Resilience test adds +1 Combat Action to the time on the 
  grenade, giving the pilot precious seconds to escape.
  
  Gyro-Stable
  The only reason these machines can stay upright is the gyroscopes 
  that keep them balanced. These spinning metal disks use angular 
  momentum to stabilize every action including sharp movement. When 
  Evading, make a Mechanisms or Engineering roll with a -20% penalty. 
  On a success, the Valkyr does not fall prone in a successful evade and can 
  act normally. 
  Buoyant OR Water Tight
  Valkyr are alternatively made of Porous yet hardy woods found 
  around Federwerk, or of a Steel alloy mined in the mountains. Each 
  provides a different effect. Buoyant Wood material Makes the Valkyr 
  float in water, automatically succeeding swim checks but the Armor 
  value of the Valkyr is reduced by 1 on all Hit Locations. Water Tight 
  Metal Valkyr sink straight to the bottom of water but are able to walk 
  normally across the bottom, unfortunately they do not include extra air 
  beyond 1D4 minutes. 
  Creature Notes
  A clockwork, robotic armor built to allow 
  smaller creatures to become soldiers and 
  effectively combat the larger creatures of 
  the world. Piloting a Valkyr requires 
  a 
  Mechanisms 
  or 
  Engineering 
  Skill of at least 40% to pilot. 
  These come in a variety of 
  formats but the Mk. 1 is 
  the most basic and 
  common version.
  
  58
  Map of Eutheria
  1825 AF
  
  59
  
  60
  History of the World
  The Titanic Age
  Before the recorded age of mammals and reptiles, a race of insects 
  ruled every continent. Only the mountains, through which they could 
  not dig, remained free of their influence. These creatures are known 
  by a dozen names; The Titans, to the Hyperians, Obakemono to the 
  Ribenguans, Khepri to the Khonshans and Daemons to the Rodentians. 
  In modern times they are known as exomorphs, for their unique 
  exoskeletal biology. These creatures had no language of their own, barely 
  able to mimic the sounds of ‘endomorphs’, those with internal skeletons. 
  As each exomorph knew what his hive-kin knew, no history, culture, or 
  art is recorded from this time. The few artifacts that remain were treated 
  as cursed relics, symbols of demons and monsters. The first recorded is 
  quoted at the beginning of the Rodeniad, ‘On the day the sky burned 
  bright, when the heroes rose against their rulers and slew them, the 
  lesser titans disappeared below the earth’. Since the end of the Titanic 
  age, they have resurfaced many times.
  
  61
  Excerpt from The Rodeniad
  They thought that Alexandreta was secure. An island more than a mile 
  off the coast, multiple walls of protection and enough farmland to support an 
  army. Now the alliance was collapsing. The birds flew from their roosts leaving 
  the mammals and reptiles to die. The Titans had come from everywhere at 
  once. Bursting from below the earth, every nation was overrun. While the 
  mountainous regions were immune to the creatures, leaving much of the north 
  and the east free, the small tribes that lived there were of no use to them now. 
  Pacing the halls, trailed by his advisers, Tydeus, the Tyrant of Hyperia, will have 
  no more words with his counterpart. Pharaoh Menemer, young on his throne, 
  prays to the moon, symbol of Khonshu, for guidance.
  Menemer retraces his lineage to Wadjet, the snake king that had overthrown 
  the Khepri. The Khepri or Titans now amassed beyond the inner wall of the 
  island city. As Menemer prayed for victory over these monsters, his bodyguard, 
  Tiamat, came to his side. Tiamat, High Guard of the Pharaoh, was scarred from 
  many battles against the Khepri. Her blade had been notched many times against 
  the carapace of the enemy. In a recent battle she had protected her lord against 
  the insidious Pazuzu, Khepri of the sky. As they had retreated to Alexandreta, 
  she had been wounded by the poisonous sting of the flying monsters. Many of 
  their ships had returned to dock with barely a soul alive. Tiamat did not have 
  time to die.
  Rodenalus, inventor and last true citizen of Alexandreta, tinkered in his 
  workshop. His assistants had fled when the armies first came to convert the city 
  of science into a city of war. He had remained however, intent upon continuing 
  his work. He stopped his work and listened to the scratching in the walls. The 
  Titans were just beyond that wall digging through the soft dirt but unable to 
  break the solid of the fortress. It was beyond their greatest imagining that the 
  Titants that did not fly like the harpies could in order to reach the island city. 
  This illusion was shattered as they tunnelled beneath the sea floor, past fissures 
  and floods, to erupt into the outer courtyard, where the farms had supplied the 
  united armies for months and the scientists before that. The young inventor was 
  sure that they were hunting for his creation. For what other reason would these 
  mindless monsters seek out this isolated citadel? He was resigned however, both 
  to his death and to never seeing his creation fight on the battlefield. From outside 
  he heard commotion. The flapping of wings, a crash and cries for help from the 
  soldiers in the inner keep.
  The left wing of Tengri would no longer hold him aloft, between his wound 
  and his armor, he quickly came to the earth. As he screeched in pain from the 
  arrow in his wing, guards rushed toward him. In their panic at a shadow 
  across the sun, several Hyperian soldiers had attacked the bird. Care was given 
  immediately and the generals and kings gathered around the messenger. Tengri 
  had come with word of the Erlik movements on the mainland. As a scout, he was 
  unaware of the withdrawal of his people from the alliance. In a few days he was 
  well enough to share his knowledge.
  
  62
  Far to the east, beyond the bird city of Mawenzi, beyond the jungles of 
  Zabar, in the ocean of Bharat, lay Lemuria, a Bahamutian, a sea creature larger 
  than an island. It was on its back that the hive laid its eggs. Digging deep 
  within the whale, the Erlik had seized control of it. It was slowly moving toward 
  Alexandreta. It was a few weeks away but its mass would crush the walls and 
  send forth thousands of monsters upon the defenders. If it was not stopped before 
  reaching the shores of the fortress, a second Titanic age would come and all 
  civilizations would fall. Despite his hyperbole, Tengri’s message was heard by 
  Tydeus and Menmer. Each ruler set a plan before the war council. They fought 
  for days over the one that would be followed. As their differences placed a wedge 
  between them, no compromise could be met.
  Tiamat spent her days speaking with Tengri, the two discussed the situation 
  and alternatives that could be sought. On one of their walks through the fortress, 
  they came upon Rodenalus in his workshop, completing the last adjustments to 
  his Manticore. With the completed weapon before them, the three hatched a plan 
  to win the minds of the Tyrant and the Pharaoh.
  Rodenalus had long had the ear of Tydeus, it was their friendship that 
  allowed him to continue his work at the fortress. He displayed the operation of 
  his machine for the Tyrant, moving the device into the courtyard. It was the 
  first time the machine had seen the light of day since its carapace had been slain 
  by Tydeus’ myrmidons. The massive pincers crushed the shield and armor of a 
  target dummy and its tail fired bolts into Harpies as they flew over the keep. 
  Both operations acted in unison and worked perfectly. Tydeus was impressed 
  but not moved to lay his plans aside for Rodenalus’ machine. Rodenalus spoke 
  to Tydeus of Menmer’s hate of the machine and Hyperian science. With that 
  simplest mention, Tydeus lept upon the new plan and agreed to it instantly, 
  intent upon showing the Khonshan king the superiority of Hyperian inventions. 
  Tiamat did not have to lie to Menmer, the young king followed her every advice 
  and when she pressed the plan to him, Menmer acquiesced. With the alliance 
  agreed, their plan was set in motion.
  The Manticore broke down the inner gates, sending chunks of wood and 
  iron out into the trampled farmlands. Its operators hidden within its chitinous 
  carapace remained uninjured as the machine fought against hundreds of 
  Titans. The remaining forces of the keep, nearly a thousand strong, pressed 
  behind the machine towards the docks. The city was to be abandoned, all that 
  remained was the destruction of their enemy. Tengri flew high above, scouting 
  enemy movements on the island, directing the Manticore to protect the armies. 
  Lizard, Cat, Rat and Porcupine fought as well, dying by the dozens, as poisoned 
  stingers and wicked mandibles struck into the fleeing soldiers. Tiamat’s 
  Crocodiles held back hundreds of Khepri at a time, as their bodies became covered 
  in the creatures. Tengri would pick up and drop the harder shelled Erlik, letting 
  the force of the fall do his work. Menmer would not reach the outer walls, an 
  eight legged Khepri leapt from the walls onto the boy-king. Tydeus was stung 
  in the shoulder by a Pazuzu and it was in turn slain upon his quills and yet the 
  elderly Tyrant continued to fight on.
  
  63
  Though sealed outside the city, the Kraken rose from the ocean to attach 
  to the docks. The vessel of Alexandreta, the Kraken had been built by its 
  founders and the scientists who operated it timed their ascent perfectly. Its 
  mechanical tentacles lashed out at the carapaced monsters, pulling the larger 
  ones off injured soldiers. Its acidic spray melted masses of the creatures into 
  the stonework.  The beaked maw opened to let soldiers board it. When nearly 
  a hundred soldiers had boarded, Rodenalus opened the hatch on the Manticore 
  and pulled the other operator from within it. The two rushed toward the Kraken 
  as the last surviving soldiers held off the Titans. There was no more room for 
  anyone, as Rodenalus looked back as the beak closed, the last soldiers were 
  overrun and the Titans made their way toward the docks. The Kraken released 
  its grip on the docks and sank once again below the waves. Ninety soldiers, 
  Hyperian and Khonshan, were crammed into the Kraken. Few were comfortable 
  inside it, except for Tiamat, the only surviving crocodile. Every few hours, the 
  ship would surface and check for Tengri, guiding the ship toward Lemuria. 
  During the brief periods above water, many soldiers took the chance to walk 
  along the upper decks.
  A week of sailing brought them to Monthu. The Khonshan capital greeted 
  the survivors with dismay. The riverlands of lower Khonshu were as yet safe 
  from Khepri attacks. Indeed, Khonshan assaults had actually enslaved a number 
  of the scarabs but with their Pharaoh dead, the kingdom had no leadership. The 
  priests and advisers had no army to provide and so the Kraken and its soldiers 
  were alone in their endeavor. Word had reached Monthu of a land mass that 
  moved off the western cape, heading north. The ship took on supplies and set off 
  north. If Lemuria reached Alexandreta, the hive would learn of their defeat and 
  the Kraken would never find the Khepri ‘capital’.
  For a day the soldiers remained cramped in the confines of the submersible 
  ship, balancing their fear between the crushing water and the crushing 
  mandibles of their enemy. In the early hours on the second day out from 
  Monthu, Tengri spotted the island whale. When the Kraken surfaced nearer to 
  the creature, the smell of death and carrion filled the air. Tydeus, Tengri, Tiamat 
  and Rodenalus and the other generals discussed their attack. The decision was 
  to slay the Bahamutian. The creature had suffered enough and sinking Lemuria 
  beneath the waves, would in turn, kill the hive. The Titan’s sanctuary would 
  become their tomb. Tengri said his farewells, a bird had no business below 
  ground and he would be of no use to them. He flapped his wings and lifted off 
  from the Kraken and flew off into the east.
  Their attack was not expected. The tunnels of the whale were unguarded 
  and the assault met no resistance until they were deep within the creature itself. 
  What the Titans had done to this creature was monstrous. The attackers felt both 
  revulsion and rage and when they came upon their first enemies, they routed 
  them quickly. With their first battle done, the hive would soon realize that it was 
  under attack. The fight became a running battle, as soldiers fell around them, 
  Tydeus, Tiamat and Rodenalus tried to quicken their pace but the poisoned 
  wound and the increased aged of the Tyrant slowed them. He repeatedly called 
  
  64
  from them to press on but the other two saw in his eyes he wished to see this 
  fight to the end, only then would his bones allow him to give up. Tiamat 
  knew the pain the poison caused but her physiology allowed her to eventually 
  overcome the Khepri poison, the aged Porcupine however, would eventually 
  succumb. The skull of Lemuria had been bored through by the hive. As they 
  entered the brain cavity, a hatchery lay before them. Rodenalus had brought 
  flasks of Hyperian fire with him. It was with these ever-burning fires, that even 
  water could not douse, that they planned to destroy the hive of the Titans. He 
  threw them against the brain and the eggs, trying to lay an even amount. The oil 
  had yet to be lit but his flint and tinder would end the war for good.
  Tydeus screamed in pain as Rodenalus tried to set the room aflame. 
  Tiamat turned to see a long dagger-like arm piercing through Tydeus’ chest. 
  The Hyperian Tyrant was dead before the Khepri had flung him from its arm. 
  A dozen smaller Khepri followed in behind it, blocking the passage out. Each 
  of them had eggs strapped to their backs and with one horrible, chittering voice 
  they spoke.
  They spoke of doom, of death, of an age of giants and the fire that had 
  destroyed it. They spoke of countless masses, of endless horrors, of an age 
  of apes and the water that had destroyed it. They had survived it all and they 
  would survive this. As they spoke, the Khepri slowly left through the tunnel. 
  As each left, the voice became slowly unintelligible, as the sounds that Khepri 
  could make were no longer spoken. When at last only the scythe-like monster 
  remained, Rodenalus got his spark and the Hyperian fire trailed across the room, 
  illuminating the face of the creature. As if a thousand maws had opened at once, 
  it screamed and leapt at Tiamat.
  The two fought, with blade and scythe, with carapace and scale. As the 
  demon lord gained the upper hand, Rodenalus took advantage of an opening, the 
  only chance an inventor would have and using Tydeus’ sword, struck into the 
  creature’s leg. Tiamat opened her own maw and crushed her jaws down upon the 
  creature’s head. The monster’s body fell away at the neck and the mouse and the 
  crocodile were alone. Lemuria shook in pain, the tunnels flexed and bent as the 
  two heroes stumbled towards the surface. The sea air stung their faces but their 
  hearts were struck by the wreckage of the Kraken smashed to bits by the tail of 
  the Bahamutian. The Titans that could not fly away swarmed the surface of the 
  beast. The two quickly became surrounded. With their last efforts they fought 
  off dozens of the creatures, until Lemuria dove beneath the waves, to die on the 
  ocean’s floor.
  
  65
  Fall of the Rodentian Republic
  The original story of the founding of Rodentia follows on from The 
  Rodeniad, telling of the two heroes washing up on the shores of the 
  Mare-Civitas, far from their homes. Exhausted, the two set up camp and 
  eventually a city, named after the two heroes, was founded where they 
  had washed ashore. 
  Over time, the camaraderie the two had shown and the city that 
  treated mammals and lizards alike, became a mammalian dominated 
  Republic, where reptiles were slaves and the story was warped to that 
  of two rats, Roden and T’ia, more fitting Rodentian names, as the heroic 
  founders of the city.
  This warped sense of history slowly corrupted the Senate of the 
  Republic. Superiority of the mammals and particularly the rodents, came 
  to be the core, of the Rodentian ideal, the aristocracy took advantage of 
  ‘lesser’ species and eventually opportunism overtook speciesism.
  Murius was one of the last ‘good’ senators, around the end of 
  the Republic. Many of the other Senators had set themselves up as 
  permanent aristocracy, taking from those whom they were supposed to 
  serve. Although he had faith in the system and believed the corruption 
  was not complete, Murius took precautions, gaining the allegiance of 
  many of the military leaders of Rodentia. Murius did not believe a coup 
  would solve the nation’s problems but if his avenues of solution ended 
  in his death, he wanted his vengeance to be total. After meeting with the 
  entire Senate to place his evidence against the corrupt criminals in their 
  midst, Murius disappeared. His allies, led by General Soricus executed 
  their coup and destroyed the Senate, in the resulting panic, the entire city 
  was burned and destroyed. The Rodentian Republic had lasted nearly 
  650 years.
  Where Murius’ body washed up on the coast of the island of Brisica, 
  Soricus founded the city of Muriccio in honor of the senator. Soricus was 
  crowned Caesar in March of that year and the Rodentian calendar was 
  set to AF (After Foundation).
  
  66
  748 AF
  - The Agamid tribe is defeated 
  by Rodentian Soldiers. Scyzas and 
  Lacerta are sold into slavery.
  751 AF
  - Scyzas is sold to Praetor 
  Pyctoris, a Rodentian General. 
  Scyzas is forces into gladiatorial 
  combat, winning often for his 
  owner. He is also taken along as a 
  page, to handle Pyctoris’ messages 
  to the Emperor when far afield in 
  wars.
  - Pyctoris’ forces are attacked 
  by a horde of Hamsters, marking 
  the beginning stages of the fall of 
  the Rodentian Empire.
  752 AF
  - Scyzas escapes from Pyctoris 
  during the retreat back across 
  the Danidan River and begins his 
  search for Lacerta.
  - Scyzas finds her in Muriccio. 
  The two flee east to escape into the 
  Reptilian deserts.
  753 AF
  - Lacerta is slain on the shore 
  of Lake Tiberias. Pyctoris is slain 
  shortly after by a Chameleon.
  - 
  Scyzas, 
  now 
  free 
  from 
  slavery, vows to build a city for 
  reptile refugees on the site of 
  Lacerta’s death; and names the city 
  after her.
  - The Sultanate of Scyzantium 
  is founded and ruled by the 
  Agamid Dynasty.
  788 AF
  - The Rodentian Empire falls 
  from the combined might of 
  corruption, failing economy and 
  barbarians from the north.
  810 AF
      - The Felines of Axony take 
  control 
  of 
  Agincourt 
  on the coast of western 
  Eutheria.
  825 AF
  - The City of Agaminople is 
  founded and is made the capital 
  of Scyzantium. Tunnels beneath 
  the city are discovered that lead 
  across the desert, including a path 
  to Lacerta, allowing either city to 
  be siege-proof.
  890 AF
  - The Great Mawenzi Empire 
  of Zabar forms an alliance with the 
  nomadic Monitors of the Varanid 
  Tribe in the southern deserts.
  945 AF
  - The Holy Rodentian Empire 
  is founded to quell the barbarian 
  forces ravaging Eutheria under the 
  Corelingian Dynasty.
  1030 AF
  - The Varanid Tribe completes 
  its nomadic migration cycle and 
  discovers 
  Scyzantium 
  in 
  the 
  northern deserts.
  - Griseus, the leader of the 
  Varanids, declares himself leader 
  of Scyzantium.
  1031 AF
  - Deliberations between the 
  Agamids 
  and 
  Varanids 
  break 
  down and war erupts.
  - The Siege of Agaminople 
  begins.
  1035 AF
  - With its link to Lacerta, 
  Agaminople refuses to fall to the 
  Varanid siege.
  - Griseus discovers a pass 
  through the Bayawak Mountains 
  near the village of al-Karok
  - Griseus creates a trade flow 
  of Chugokan black powder from 
  beyond the mountains.
  - Using the explosive powder, 
  Griseus is able to break through 
  Agaminople’s walls and end the 
  siege.
  Timeline of Modern History
  
  67
  - Griseus is crowned Varanus 
  ibn Qutul, first sultan of the 
  Varanid Dynasty.
  1050 AF
  - Varanus ibn Qutul begins to 
  expand his empire, conquering the 
  Hyperian mainland and northern 
  Zabar.
  1100 AF
  - As the nation of Khonshu 
  falls into the background on 
  the world stage, it allies with 
  Scyzantium 
  in 
  the 
  hopes 
  of 
  accruing power.
  1121 AF
  - The Hyperians are able to 
  take back part of their homeland. 
  The lands East of Helios are still 
  under Reptilian rule.
  1289 AF
  - Charles de Mange, last of the 
  Corelingian Emperors dies, the 
  Holy Rodentian Empire is divided 
  amongst his four sons.
  - Lowther, the oldest son, 
  was given the coastal regions and 
  islands of the Mare-Civitas, the 
  Civil Sea. Lowther would continue 
  this tradition and split his lands up 
  amongst his own sons.
  - Soripin,  is given the area 
  north of Lowther’s, naming it 
  Aquitar.
  - 
  Charles 
  the 
  White, 
  the 
  youngest son, is given The Western 
  Vandalands.
  - Ludwig, Charles’ adopted 
  son 
  is 
  given 
  The 
  Eastern 
  Vandalands.
  1292 AF
  - Charles the White attempts 
  to seize control of the Eastern 
  Vandalands 
  from 
  his 
  adopted 
  brother.
  1302 AF
  - Charles the White surrenders 
  to Ludwig, after a series of 
  devastating battles fought against 
  Ludwig’s Kiwi Cavalry. Ludwig is 
  crowned Kaiser of the Vandalands.
  1350 AF
  - Ludwig the Vandal, under 
  pressure 
  from 
  the 
  Nazarene 
  Archbishop Peter Sylvilagus III, 
  begins The First Crusade against 
  the Reptiles.
  - The Knightly Orders are 
  founded out of desperation by 
  mixed groups of soldiers from the 
  Eutherian nations, as the war goes 
  poorly for the mammals.
  1428 AF
  - The Northern Hamster Tribes 
  migrate south into the Vandalands, 
  bringing tales of giants from the 
  East.
  - 
  Several 
  Knightly 
  Orders 
  redirect 
  their 
  crusade 
  from 
  Scyzantium into the lands of the 
  Ursal Khanate with great success. 
  The First of the Northern Crusades 
  capture 
  the 
  fjords 
  along 
  the 
  northern coast of the Vandalands, 
  before turning east.
  1489 AF
  - 
  Vespucci 
  de 
  Ventura 
  ‘discovers’ 
  the 
  continents 
  of 
  Vespuccia 
  and 
  Lorenzo 
  de 
  Muriccio 
  claims 
  it 
  for 
  Mare-
  Civitas.
  1537 AF
  - The Ursal Khanate strikes 
  back at the Vandalands, cutting 
  deep into their territory.
  - The Gerbils of Federwerk, 
  unable to fight against Bears, used 
  their craftsmanship to build the 
  Valkyr and turned the tide of the 
  Ursal-Vandal war.
  
  68
  1528 AF
  - Geckos from the city of 
  Marluk in Bharat begin raiding the 
  eastern coast of Scyzantium.
  - Varanus IV forms a treaty 
  with the Geckos and welcomes 
  them into the Sultanate.
  1610 AF
  - 
  Canines 
  from 
  the 
  Vandalands, tired of being forced 
  into Crusades, flee south to Zabar.
  1672 AF
  - Eque of Adwaita rides into 
  Agaminople and proclaims the 
  island’s allegiance to Scyzantium.
  - The city of New Muriccio is 
  founded in Southern Vespuccia, a 
  new city-state allied with the cities 
  of the Mare-Civitas.
  1682 AF
  - The citizens of New Muriccio 
  take 
  in 
  Capybara 
  refugees, 
  sparking 
  the 
  Civitas-Jaguero 
  war. With the advantage of black 
  powder weapons, the Civitans 
  destroy the Jaguero Empire.
  1700 AF
  - Lacerta is seized by several 
  Knightly 
  Orders 
  during 
  the 
  waning days of the 7th Southern 
  Crusade. The tunnels are sealed by 
  Assassins as they escape.
  1721 AF
  - Over mercenary crimes, A 
  civil war breaks out between the 
  Civitian 
  city-states, 
  eventually 
  ending at the hands of Governor 
  Hernan Pizarro of New Muriccio’s 
  armada. This places the colonial 
  city-state of New Muriccio at the 
  forefront of Civitan Politics.
  1750 AF
  - Varanus ibn Suley is crowned 
  Sultan of Scyzantium, he makes 
  Mwanza Kabir, a descendant of 
  the Agamid Dynasty, his 
  Vizier.
  1755 AF
  - 
  The 
  Knights 
  Tiberias, 
  a 
  Civitan 
  Knightly 
  Order, 
  is 
  slaughtered 
  in 
  Lacerta 
  by 
  Scyzantine 
  forces 
  seeking 
  to 
  reclaim territories lost in the 
  crusades. 
  The 
  underground 
  tunnels are reopened to enter the 
  inner keep.
  1757 AF
  - The 8th Southern Crusade 
  Begins 
  in 
  retaliation 
  for 
  the 
  sacking 
  of 
  Lacerta 
  and 
  the 
  slaughter of the Tiberian Knights.
  - The bulk of the Scyzantine 
  forces move on to San Murino, a 
  port city on the Mare-Civitas.
      - The Knights Fusilier and 
  Knights Bubonic retake Lacerta 
  in the largest crusade army ever 
  formed.
  1758 AF
  - The Siege of San Murino is 
  broken by a force of 5,000 Knights 
  led by George von Geissel. His 
  actions allow him to join the Rat 
  King, an honorary list of Bubonic 
  Knights.
  1762 AF
  - The 8th Crusade sieges 
  Agaminople.
  - The siege is broken by a 
  united force of Turtle Riders and 
  Siege Tortoises travelling from the 
  eastern coast.
  1767 AF
  - 
  Miguel 
  Ivara 
  is 
  given 
  command of the first ‘Man-O-
  War’ class warship in the Civitan 
  Armada. He names it La Pereira, 
  as the ship is shaped like a pear. 
  While the name is non-threatening, 
  the ship is, with its 300 cannon 
  arsenal.
  1772 AF
  - The 8th Southern Crusade 
  Ends with Lacerta and al-Karok in 
  Eutherian hands.
  
  69
  - The Knights Fusilier are 
  disbanded 
  as 
  mounting 
  debts 
  cannot be paid.
  - 
  April 
  27th 
  is 
  declared 
  Tiberias Day in honor of the fallen 
  Knights.
  1775 AF
  - The Fifty Days War - Ex-
  Fusiliers from Aquitar raid several 
  Civitan city-states.
  - Fort Ste. Ermina, the ancient 
  Fusilier Castle is taken by Venture 
  Company in retaliation.
  1785 AF
  - Hyperia seeks reunification 
  with Civitas, sending diplomats to 
  the governors of each Civitan City-
  State. Their requests are largely 
  ignored.
  1779 AF
  - T.C. Meles vanishes in the 
  Aquitaran countryside.
  - 
  Meles 
  of 
  Burgunda 
  is 
  imprisoned for speaking against 
  Shrouis XVI, King of Aquitar.
  - Fellow soldiers of Meles, 
  from St. Cyrien Academy, begin 
  plotting to overthrow Shrouis XVI, 
  forming the ‘Union of Burgunda’.
  1782 AF
  - The Union of Burgunda’s 
  plot fails and Meles is executed in 
  Palisade to a cheering crowd.
  1783 AF
  - 
  A 
  young 
  Salah 
  ad-Din 
  Varanus 
  ibn 
  Suley 
  reclaims 
  Lacerta for Scyzantium with only 
  a handful of Sand Guard and 
  Chameleons. With instability in 
  Aquitar and Civitas and the recent 
  death of Kaiser Hedgehauser XV, 
  no retaliation occurs.
  1784 AF
  - Hans Hedgehauser XVI is 
  crowned the youngest Kaiser of 
  The Vandalands. His ministers 
  and regents become the de facto 
  rulers of the country, keeping 
  the boy-King unaware of outside 
  occurrences.
  1785 AF
  - Louis De Bore, a nomadic 
  mole, 
  rallies 
  the 
  remaining 
  members 
  of 
  the 
  Union 
  of 
  Burgunda 
  as 
  ‘The 
  Claw 
  of 
  Malaise’.
  1786 AF
  - Arctos Nevsky is crowned 
  Prince of Novagrad, a city on the 
  border between the Ursal Khanate 
  and the Vandalands. This city is 
  often at war and the position is 
  both one of respect and danger.
  1787 AF
  - The working class of Aquitar 
  demands change in labor laws, 
  their cries fall on deaf ears. A 
  number of riots occur in industrial 
  areas of major cities.
  1788 AF
  - The Claw of Malaise spreads 
  the rumor that Shrouis’ wife stated 
  ‘Let them eat cheese’ in response 
  to the labor issues and increasing 
  famine.
  1789 AF
  - 
  The 
  ensuing 
  revolution 
  overthrows Shrouis XVI but at the 
  loss of Louis de Bore.
  1790 AF
  - 
  After 
  a 
  break 
  in 
  the 
  alliance between Khonshu and 
  Scyzantium, the Sultanate sends a 
  punitive expedition to the nation. 
  The Khonshans quickly surrenders 
  and 
  the 
  country 
  is 
  made 
  a 
  principality of the Sultanate.
  - Varanus ibn Suley gives his 
  youngest 
  hatchling, 
  Elgavish, 
  control over the new Principality 
  of Khonshu.
  
  70
  1791 AF   
  - 
  Louis 
  de 
  Bore 
  is 
  posthumously 
  named 
  Moleon 
  the First, his adopted son, Jean 
  de Claw, ascends the throne as 
  Moleon II founding the Empire of 
  Aquitar.
  1792 AF
  - George von Geissel, tired 
  of the rule of regents and the 
  corruption of the Knights Bubonic, 
  cuts his knotted tail, resigning 
  from the Rat King and the Knights. 
  Though ex-communicated, George 
  the Scourge forges an army of like 
  minded citizens, known as the 
  Dishonor Guard.
  1793 AF
  - The ‘White Death’ spreads 
  throughout 
  Ermindorf, 
  capital 
  of 
  the 
  Vandalands, 
  thousands 
  are infected and the infantry 
  abandon the city. The Cavalry are 
  forced to seal the city and kill any 
  attempting to escape.
  - Kaiser Hedgehauser learns of 
  the rebellion and plague. Horrified 
  at his regents’ and ministers’ 
  mishandling of the situations, he 
  expels them all from his court and 
  takes control of his reign.
  1794 AF
  - 
  The 
  Hartnell 
  Troughton 
  Pertwee 
  Medical 
  Institute 
  is 
  founded in Ermindorf, in the 
  hopes 
  of 
  furthering 
  medical 
  science to never let a disaster like 
  the White Death occur again.
  1798 AF
  - The Dishonor Guard, after 
  raiding and destroying dozens 
  of Bubonic Castles, is folded into 
  the King’s Army and George is 
  knighted for his actions ‘opening 
  the eyes of his kaiser’.
  1799 AF
  - 
  Gotz 
  von 
  Federwerk 
  recreates the Valkyr Corp. and 
  designs the Mk.1 Iron Skinned 
  Valkyr.
  1802 AF
  - Armando Reyas takes a 
  Band of Lancers into Hyperia 
  to help retake their lands from 
  Scyzantium.
  1803 AF
  - To avoid war with the 
  Federated States of Vespuccia, 
  Moleon II sells Aquitar’s territories 
  on the mainland in the Shrouisiana 
  Purchase. The Aquitaran Antilles 
  off the coast of Vespuccia and the 
  Aquitaran 
  Multinsula 
  islands 
  in the Zealic Ocean are all that 
  remain 
  of 
  Aquitar’s 
  colonial 
  expansion.
  1804 AF
  - Juan Chamomile of Brisica 
  and Princess Tetra of Hyperia 
  disappear in the night. This sparks 
  the Hyperian-Civitas War.
  1805 AF
  - The Hyperian-Citivas War - 
  Enraged at the Civitan’s betrayal, 
  Tyrant Cypriot takes the entirety 
  of the Hyperian Naval Armada 
  to Brisica and begins the siege of 
  Muriccio.
  - The government of Muriccio, 
  having no knowledge of the events 
  between Juan and Tetra, agree to 
  assist in the search of the missing 
  princess and the impending rule of 
  Hyperia.
  - The Battle of the Ice - In 
  an attempt to end Ursal raids, 
  the Valkyr Corp. attack the city 
  of Novagrad. Arctos leads the 
  counter assault against the Valkyr 
  Corp. 
  across 
  the 
  frozen 
  lake 
  
  71
  outside Novagrad. The combined 
  weight of the Ursal and Valkyr 
  forces is too great for the ice 
  beneath them. Most of Novagrad’s 
  forces are lost to the lake and the 
  Valkyr Corp, using mostly old, 
  boyant, wood Valkyr, are able to 
  take the city.
  - Arctos is rescued by a tribe 
  of Hamsters who believes him to 
  be Wodin reborn. Arctos, suffering 
  from amnesia, accepts his new 
  position.
  1806 AF
  - Admiral Ivara of Civitas 
  begins rallying the city states that 
  have not fallen to Hyperian rule 
  against the invading force. Quickly 
  gathering an Armada equal in size 
  to the Hyperian’s.
  1807 AF
  - The Ursal Khanate reclaims 
  Novagrad from The Vandalands 
  using a joint force of Wolves and 
  Bears.
  1810 AF
  - The failing physical and 
  mental health of Moleon II leads to 
  a series of communiques to attack 
  Civitan Territories. The Civitans 
  retaliate, ignoring, Moleon’s regent 
  and son, Charles de Bore’s requests 
  for a cease fire. This failure of 
  communication begins the Aqui-
  Civitas War.
  - The Island of Sardus is 
  captured by Captain Rochambeau 
  of the Aquitaran Navy.
  1812 AF
  - A ‘Dragon’ slaughters two 
  battalions of Aquitaran Fusiliers 
  and 
  fifty 
  Venture 
  Company 
  Mercenari in the city of Cordoba.
  - 
  The 
  Aquitaran 
  Foreign 
  Legion is formed to combat these 
  sorts of larger enemies.
  - The Hyperian-Civitas War 
  ends with the return of Juan and 
  Tetra during the climactic battle in 
  the harbor of Helios.
  - The Skyguard’s prototype 
  airship 
  crashes 
  outside 
  of 
  Steinausderram.
  1813 AF
  - Axony’s elite group known 
  as ‘The Experts’ assault St. Cyrien 
  with the assistance of Admiral 
  Ivara and a small band of Civitan 
  Marines.
  - The Valkyr Corp., operating 
  as mercenaries are on  behalf of the 
  Civitan City-states, lead Charles de 
  Bore to attack Vandal territories, 
  bringing the Vandals into the 
  Aqui-Civitas War.
  1815 AF
  - 
  Agaminople 
  is 
  moved 
  south, to a more central part of 
  the empire. Old Agaminople is 
  renamed Iguabul.
  - The Skyguard’s first working 
  airship, the Starkvind successfully 
  flies.
  - The Sons of Sardus retake 
  their island home from Aquitaran 
  control.
  - 
  Venture 
  Company 
  and 
  Federwerk 
  Industries 
  begin 
  working 
  together, 
  forming 
  a 
  trade agreement between the two 
  nations.
  - The ‘White Death’ reappears 
  in the port city of Sikelia, Hyperia.
  - The success of the trade 
  agreement between Venture and 
  Federwerk 
  alienate 
  the 
  other 
  
  72
  city-states. 
  Many 
  place 
  trade 
  restrictions on each other.
  1816 AF
  - Moleon II dies of a stomach 
  illness. His son, Charles de Bore, 
  becomes Moleon III and takes full 
  control of Aquitar.
  - The Aqui-Civitas War ends 
  with Moleon II’s death and the 
  supplication of Aquitar.
  1817 AF
  - Kit H. Flintlock, Admiral of 
  the Aquitaran Navy is declared 
  a traitor and banished. Admiral 
  Jean-Vimeur de Rochambeau is 
  made Admiral of the Fleet in his 
  place.
  - 
  The 
  Bleu 
  Septembre 
  is 
  launched by Undermining Inc.’s 
  development docks in Aquitaran 
  Multinsula.
  1818 AF
  - 
  The 
  Skyguard 
  becomes 
  an independent group of Air 
  Privateers but continue to operate 
  for Vandal interests.
  - Aquitar forms an alliance 
  with Scyzantium to avoid extreme 
  tax penalties placed on them by 
  the Civitans and Vandals after the 
  previous war. In return, Aquitar 
  open’s their shipyards and ports 
  for Scyzantine use, expanding 
  Scyzantium’s fleet and Lemurian 
  Ocean trade.
  - The city of Lacerta becomes 
  a dual-nation city, split between 
  Scyzantium and Aquitar to foster 
  trade between the peoples of the 
  two nations.
  - Salah ad-Din Varanus ibn 
  Suley 
  extends 
  Scyzantium’s 
  borders into Mare-Civitas, taking 
  San Murino as an official port city 
  of the Sultanate.
  - In fear of capture by the 
  Scyzantines, the Civitan City-States 
  begin forming a number of minor 
  alliances, further restricting their 
  international trade in the process.
  1819 AF
  - Admiral Ivara passes in his 
  sleep aboard La Pereira.
  1820 AF
  - The second Starkvind is 
  completed.
      - The inhabitants of Bharat 
  begin 
  fleeing 
  from 
  ‘daemons’, 
  seeking refuge in Scyzantium.
  - Scyzantium will not allow 
  the Bharatese Mammals to stay 
  its lands. Elgavish, Prince of 
  Khonshu, welcomes them into his 
  principality.
  - A series of aggressive and 
  underhanded trade agreements, 
  arranged 
  by 
  Muriccio, 
  New 
  Muriccio and Venture, forge the 
  city-states of the Mare-Civitas 
  into the Civitan Trade Alliance, 
  a unified country with a single 
  military.
  - 
  Venture 
  Company, 
  Sons 
  of 
  Sardus and 20 other Mercenary 
  Groups 
  sign 
  the 
  Condottieri 
  Accords to allow legal operation 
  in the Alliance. As a continuing 
  independent state, Zapus and its 
  Leaping Lancers do not sign the 
  accord. 1821 AF
  - A group of Wolf soldiers 
  from Novagrad discover Prince 
  Nevsky is still alive and return 
  him to Novagrad. He is eventually 
  returned to his mental faculties, 
  regaining his memories.
  
  73
  - Tamias of Venture travels 
  to New Muriccio to investigate a 
  string of gruesome murders.
  - Tyrant Cypriot of Hyperia 
  dies mysteriously, Prince Cadmus 
  is crowned Tyrant of Hyperia.
  1822 AF
  - George von Geissel dies. 
  His second in command, Leopold 
  Kassel, takes up the title of von 
  Geissel and becomes leader of the 
  Dishonor Guard.
  1824 AF
  - The Wolves of Urssia, long 
  under the rule of the Khanate, 
  finally 
  revolt 
  against 
  their 
  ruling nobles in the Novembrist 
  Revolution. The new regime, flush 
  from its victory turns westward 
  toward the Vandalands seeking 
  to smite ancient enemies. In an 
  odd alliance, the last Khanate city, 
  Novagrad joins with the Knights 
  Bubonic to defend the border from 
  the full might of the Volk Ursal 
  Republics and its endless army of 
  lower class wolves and bears.
  1825 AF
  - The current year.
  - Tyrant Cadmus banishes his 
  sister Tetra from Hyperia, calling 
  her a traitor and begins a war with 
  Scyzantium. He intends to not just 
  reclaim the last bit of Hyperian soil 
  but to ‘Grind the lizards into the 
  Bayawak Mountains.’
  - Required by treaty to pay 
  for the post-war reconstruction 
  of Civitas, the Aquitarans try 
  to call in their debts from other 
  nations. The central Vespuccian 
  republic of Xalepena refuses to 
  pay for the licenses and taxes that 
  had been waved in the nearby 
  Aquitaran Multinsula ports during 
  the war. To reclaim the fees, to 
  the tune of ten million Aquin, a 
  joint force of Aquitarans, Civitans 
  and Vandals blockade the nation. 
  The Xalepaneans send blockade 
  breakers out to meet the opposing 
  ships and while the Civitans 
  and Vandals back down, the 
  Aquitarans sink the approaching 
  ships, sparking the Maximillian 
  Affair.
  
  74
  Organizations
  Organizations are similar to Legend Cults but are not necessarily 
  related to a religion or faith. Organizations follow a similar rank 
  structure, being comprised of 5 ranks indicating the Adventurer’s 
  progression through the organization. While magic is not gained by 
  progressing up the ranks, new items, tactical abilities, or favors may 
  become available. Just like with Cults, an Adventurer may select an 
  organization to become a part of without devoting POW to their Duty 
  skill but any actual progression will require dedicated POW.
  Increasing Rank
  Each organization has its own requirements, after finding an 
  organization you’d like your Adventurer to belong to, read up on the 
  requirements for each rank, fulfilling these may not automatically entitle 
  you to a rank up, especially if your Adventurer is out away from your 
  organization. Promotions may require returning to the headquarters or 
  local outpost of your organization to receive a promotion.
  Exclusive Organizations
  Some organizations are labeled as exclusive organizations. Such 
  organizations will also denote a subtype, such as, military, technology, 
  or religion.. Members of such organizations cannot hold Sergeant, 
  Officer, or Commander ranks in any other exclusive organizations of that 
  subtype if they are Sergeant rank or higher. All organizations indicate 
  a subtype for the purposes of Tactical ability requirements but are not 
  exclusive unless noted.
  Equivalent Ranks to Cults
  The terms listed are the generic terms for each rank, certain 
  organizations may have their own terminology for each rank.
  Common Member - Recruit - These members are only tangentially 
  associated with the organization, either mercenary hires, passive 
  worshippers, or raw recruits, none of whom who have passed 
  initiation requirements. Recruits do not truly count as members of 
  the organization and must be promoted to Private before gaining any 
  benefits related to the organization.
  Pious Member - Private - These members have passed the 
  basic initiation rites or requirements to become a full member of the 
  organization. Basic benefits of the organization are now available to 
  them.
  Fervent Member - Sergeant - The second rank within an 
  organization. Rising to this rank requires more focused duty to the 
  organization, including taking and completing missions. Failure to 
  perform your duty can result in demotion.
  
  75
  High Priest - Officer - At this rank you now have partial control 
  over the direction of the organization, what actions it takes and how it 
  handles its holdings in the world. Such opinions are still controlled by 
  the Commander of the organization.
  High Lord - Commander - Few organizations have more than 
  one Commander, who is the official head of the organization. Some 
  organizations that consist of multiple sub-organizations (such as more 
  than one cult of the same religion) may have a commander for each 
  cult, or large organizations may have Sub-Commanders with the same 
  official rank as the leader of the organization. Such Sub-Commanders are 
  generally given specific tasks within the organization, either focusing on 
  the commanding of a specific battalion or particular subject of research.
  Common Missions/Plot Threads
  Each organization has common activities that it requires of 
  its members. Listed within each Organization is a set of example 
  adventures/missions that Adventurers can be set upon by an 
  organization. Some organizations prioritize missions more than others, 
  while some simply require fulfillment of compulsions.
  
  76
  Exomorphism
  Exclusive Religion
  The oldest recorded religion, Exomorphism is the modern title for 
  the worship of exomorphs, previously known as Diabolism (Aquitar, 
  Civitas and Vandalands), or Yazdanism (Scyzantium). Repeatedly 
  through history, this ancient empire has supposedly risen from the 
  depths of the earth in attempts to conquer. Millenia before the first 
  endoskeletal civilizations, the Exomorphs dominated the world. 
  Worshippers of Exomorphs believe in ushering in the end times, seeing 
  the ancient ‘demons’ as a vehicle for the apocalypse. Of the few recorded 
  contacts with Exomorphs, faith in Exomorphism has never saved a 
  follower from the steely grip of exomorphic mandibles.
  Key Facets of Exomorphism
  Levi Alphonse, Heirophant of the Left-Paw Path
  A Star-Nosed Mole, who’s cult was forced to flee to Vespuccia after 
  persecution in Eutheria. With the religious tolerance of the Federated 
  States, a permanent organization has since grown there, the only stable 
  and public cult of Exomorphism in the world. Since settling there he 
  has returned to the old world on several missionary trips to attempt to 
  convert new followers.
  Organizational Structure
  Outside the Federated States, Exomorphism is illegal and practicing 
  it results in imprisonment if the police catch worshippers first, or mob 
  executions if local villagers catch them. With such threats to their faith, 
  worshippers organize small groups that worship in secret, often near 
  supposed exomorphic locales, unexplained tunnels, sinkholes, or ancient 
  ruins.
  Religious Iconography
  Demons - In ancient times exomorphs were feared as demons and 
  such iconography depicted these creatures in monstrous forms, with 
  such names as harpies, trolls, or djinn. Art of such creatures are often 
  stolen from ruins to be worshipped by Exomorphists.
  Great Lizards and Apes - Two previous empires destroyed by 
  Exomorphs. Among Left-Paw Path followers, Exomorphs are seen as a 
  force of nature, designed to rise and destroy empires and species that 
  have spread beyond their intended borders. Among Right-Paw Path 
  followers, the Exomorphs are a civilization unto themselves, building 
  expansive cave systems beneath our feet, waiting for the time to conquer 
  the world. In either case, evidence of Great Lizards and Ape nations 
  are rare, fossil records of little reputation and even scarcer 
  archaeological evidence.
  
  77
  The Hive - Exomorphs are believed to be a collection of species that 
  work in tandem to achieve their goals, with lesser creatures controlled by 
  their superiors. The Hive represents both this concept and the external 
  forces that control our destinies.
  Holidays - Many modern religious holidays are built atop 
  those created by Exomorphists in ancient days. On such occasions 
  Exomorphists preform their ancient ceremonies. The most important 
  holiday is Insectalia, known in modern times as All Maws’ Day, Hungry 
  Demon Festival, Dios De Los Insectos and many other names around the 
  world.
  Ranks
  Seeker (Recruit)
  Requirements - Those that have happened upon a book in the 
  library, or heard the ramblings of a travelling stranger and set themselves 
  upon the trail of more exomorphic knowledge can call themselves 
  Seekers. These ‘followers’ are lost, still seeking the truth. They have yet 
  to find a cult, or have not completed the initiations with a cult they have 
  found.
  Acolyte (Private)
  Requirements - Before being allowed to view the proceedings of 
  a cult, a Seeker must prove their thirst for the end times. This usually 
  comes in the form of a test, either to slay an outsider as proof of your 
  conviction, stealing exomorphic artifacts from a museum or private 
  collection, or surviving the depths of an exomorph hive. At least one 
  point of POW must be dedicated at the completion of the initiation.
  Rewards - Each Acolyte is given a piece of exomorph carapace or 
  other relic to carry with them at all times, to remember that there are far 
  worse things in the world than what they face in their daily lives. This 
  item can take the form of a mandible, able to be used as a weapon, the 
  top of the thorax, a handy shield, or any other body part, providing it is 
  of some use and able to be hidden with relative ease (in a pack, under a 
  cloak, etc.).
  Compulsions - While outsiders may not instantly recognize the 
  item for what it is, risking the exposure of the cult by flaunting it, or 
  discussing exomorphs openly can result in severe punishment by the 
  cult, or worse, by outsiders. Acolytes must also continue to hold their 
  belief in expediting the end times, war and death reduce the world 
  population, making the return of the exomorphs that much easier.
  
  78
  Zealot (Sergeant)
  Requirements - To rise to the rank of Zealot, an Acolyte must 
  uncover lost lore, gaining at least 50% in Lore (Exomorphism), Lore 
  (Archaeology) and 3 other organizational skills. Additionally, an acolyte 
  must have been a member of the cult for two years. As their ‘initiation’ 
  they must hand copy the Maxilla Insectia from another Zealot’s copy. At 
  least 3 points of POW must be dedicated.
  Rewards - A personal copy of Maxilla Insectia (Jaws of the 
  Exomorph) a religious and research text bound in the skin of outsiders. 
  While much of the book is filled, there is plenty of room for more 
  detailed drawings and text. Time permitting, the Maxilla Insectia 
  can be referenced to allow a reroll to Lore (Exomorphism) and Lore 
  (Archaeology). It also allows Faith I to provide an additional Armor 
  point to the Hit Location the book is nearest.
  Compulsions - Zealots must pay 10% of their income to the cult, to 
  fund research into hive locations and other activities of the cult.
  Iatromantis (Officer)
  Requirements - A Zealot wishing to become a healing seer, or 
  ‘Iatromantis’ must focus on medical and scientific research. Raising 
  their Lore (Exomorphism), First Aid and Healing skills and 2 other 
  organizational skills to 80%. At least 5 points of POW must be dedicated.
  Rewards - Many cults have patrons, hidden in plain sight, that give 
  them access to cutting edge biological research. Cultivated toxins and 
  poisons from exomorphs come into the possession of the Iatromantis.
  Compulsions - Iatromantis experiment with altered states of 
  consciousness, especially when it comes to toxins and poisons. Once 
  a week, an Iatromantis must purposefully infect themselves with an 
  exomorphic poison from their collection and experience its effects. 
  Infecting others isn’t a compulsion, its a hobby. Iatromantis must 
  continue to pay 10% of their income to the cult.
  Heirophant (Commander)
  Requirements - A Zealot or Iatromantis that has survived within the 
  cult for 10 years and raised Lore (Exomorphism) to 100% can attempt 
  to become the Heirophant. By challenging the current Heirophant, 
  the challenger will be drugged with the poisons of an Iatromantis and 
  pitted against the Heirophant in combat. The Heirophant can also choose 
  a second to fight in their place but the challenger must fight alone. 
  Succeeding places the Zealot at the top rank of the cult and places all 
  below them at their sway.
  Rewards - Leadership of the cult, the fallen leader’s Maxilla Insectia 
  and the relic of leadership. The leadership relic varies from cult to 
  cult but it is often a priceless artifact from the Exomorph civilization, 
  recovered from Naraka, Uku Pacha, or Tartarus. The 10% 
  
  79
  income from Zealots and Iatromantis fills the Heirophant’s wallet and is 
  used to pay back any Patrons of the cult.
  Compulsions - The Heirophant must guide their followers on the 
  path to destruction. The expedition of the end times and furtherance of 
  knowledge of exomorphs is all that the Heirophant is devoted to; also 
  that extra 10% income.
  Organizational Skills
  Evaluate, Influence, Culture(Any), Disguise, Language(Any), Lore(Any), 
  Oratory, First Aid, Healing
  Current Divisions and Commanders
  Church of the Left-Paw Path - The dominant religion of the 
  Federated States of Vespuccia, it has seen a recent resurgence in Eutheria 
  due to the missionary work of its leader and a small cadre of followers.
   
  Levi Alphonse - The Heirophant of the Left-Paw Pathists, this 
  Star-nosed Mole has focused a large portion of his time on missionary 
  work, traveling from the Federated States back to Eutheria, in the hopes 
  of converting the old world population. As a visiting dignitary he is 
  immune to conviction but has had little success in converting others.
  Miskatonics - Less an exomorphic cult and more a label for those 
  who believe in the existence of exomorphs but oppose them. While most 
  simply see Exomorphists as insane cultists, Miskatonics see them as a 
  threat to the world. In ancient times, the Jaguero Empire, The Bharatese 
  Nations and the Hyperian-Khonshan Alliance were lead by Miskatonics. 
  Since the fall of these nations and the white-wash of history, few 
  Miskatonics are left to pose a threat.
  Eutherian Miskatonics - These people know the truth and are a real 
  threat to the continued existence of Exomorphist Cults.
   
  Doge Tamias of Venture - During mercenary work in the 
  Vespuccian Jungles, Tamias came upon the ruins of a Jaguero ‘prison’ for 
  Exomorphs and barely survived.
   
  Jean Cavernson - The CEO of Undermining Inc. has had a 
  number of run-ins with Exomorphs, most often during the excavation 
  of new Under-Housing projects. He does his best to keep his customers 
  unaware of what used to live in their domiciles.
   
  Wodinist Trollhunters - Hamster Trollhunters hunt exomorphs, 
  or ‘Trolls’, for sport. The exact severity of the threat of Exomorphs is lost 
  on Trollhunters but they share tales of their victories with anyone who 
  will listen.
   
  Ferdinand von Starkvind - A rare visitor to the Avian Kingdoms 
  in the Bayawak Mountains, the stories of the ancient world and the 
  Exomorphic menace have been shared with the airship inventor.
  
  80
   
  Hassan Kusuuf and the 11 Imams - The leaders of the Assassin’s 
  Guild travel the massive network of tunnels beneath the deserts of 
  Scyzantium and are fully aware of the presence of Exomorphs. Sealing 
  off tunnels systematically has kept them at bay and allowed the 
  Assassins to continue to use the tunnels for their own objectives.
             
  Common Missions/Plot Threads
  Book Binding - Creating a personal copy of the Maxilla Insectia 
  requires the pelts of outsiders. Each book must be bound in the skin 
  of those slain by the Cult member. After two years of worship, this is a 
  mandatory mission for Acolytes during their initiation as Zealots.
  Mysteries - Learning about the ancient Exomorph empires and 
  the ruins they left behind is the past-time of many Exomorphists. If a 
  ruin has recently been uncovered by archaeologists (or just some poor 
  sucker digging a well), Exomorphists are likely to be not too far behind. 
  Rubbings of reliefs on temple walls, copying of texts and surviving 
  exomorph attacks are some of the usual activities at such dig sites.
  Tying Up Loose Ends - Each cult determines its own path to the end 
  times. Some may see a certain organization, nation, or person standing 
  in the way and focus their collective skills against them, in a secret war. 
  Individual cultists may be sent to assassinate a target, politically ruin 
  someone, or commit property damage. The exact means the cult uses is 
  up to the fanaticism of the group’s leader.
  Speak to the Queen - Your cult believes the time has come, you and 
  the rest of your cult believe you must start the end times by travelling 
  into a hive and awakening a hive queen. Only the Heirophant knows 
  if this mission is being undertaken (and the GM). The rest of the cult is 
  in for a surprise when they find themselves surrounded by a swarm of 
  angry exomorphs.
  
  81
  Hartnell Troughton Pertwee
  Medical Institute
  Medical
  Brought together during the Ermindorf Plague Riots, Doctors 
  Wilhelm Hartnell, Patricio Troughton and Jean Pertwee worked together 
  saving the city from the Romero Virus (named after Patient Zero). While 
  unable to discover a viable cure, they were able to create a vaccination to 
  immunize the uninfected citizens. They realized, working together, they 
  were able to press medical research beyond the usual slow processes 
  and subsequently founded the HTP Medical Institute on the outskirts 
  of Ermindorf. Since that time they have founded numerous campuses 
  to encourage the sharing of medical knowledge across international 
  borders.
  Key Facets of the HTP Medical Institute
  Wilhelm Hartnell
  Born into a poor rat family in a small village on the southern end of 
  Lake Ermine, Wilhelm spent his early years in the King’s Army, finding a 
  penchant for a medic’s duties. After his retirement, he used his stipend to 
  further his medical career, graduating from the University of Ermindorf 
  with the highest honors. He then settled down to a medical practice for 
  a number of years before the White Death came to the city and he found 
  himself surrounded by rabid, violent, infected citizens.
  Patricio Troughton
  Raised in the city of Forjaz, Patricio was the son of a merchant and 
  was schooled from an early age to become an educated citizen. Well 
  equipped with his schooling, Patricio went to a number of schools, 
  including the Universities of San Murino, Muriccio and Ermindorf. He 
  holds a number of doctorates in Medicine and specializes in Virology. 
  His passing friendship with Wilhelm brought him to Ermindorf to 
  combat the plague.
  Jean Pertwee
  A Marmot noble from Strasbourg, Jean was educated at the Larrey 
  School of Medicine at the University of Burgunda. He subsequently 
  worked in the Aquitaran Army as a Military Surgeon. His family’s 
  marchland connections led to the request of his presence by Kaiser 
  Hedgehauser to assist in helping the plague-stricken city of Ermindorf.
  
  82
  Doctorate
  Completion of coursework at the HTP Medical Institute is not 
  enough to earn your title as a Doctor. Showing ingenuity, tact and a 
  focused career path to one’s professors is vital to achieving a Doctorate 
  with the school. Graduates are the most highly praised members of their 
  fields.
  Borderless Education
  The Institute is one of the first open-border colleges, allowing 
  members of any nation to attend, after of course passing the selection 
  process. The Institute also encourages its graduates to spend time in 
  other nations, as freelance medics, learning real life lessons about the 
  condition of the world. Five separate campuses have been built since the 
  first was founded in Ermindorf in 1794.
  Ranks
  Applicant (Recruit)
  Requirements: An applicant to an HTP Institute, or any College, 
  must send paperwork detailing their prior education, political and 
  economic standing and other activities that prove their qualifications 
  to pursue studies. Applications must be sent in for a acceptance for a 
  particular fifth of the year, or semester.
  Under-Graduate (Private)
  Requirements: Lore (Medicine) 30%, Craft (Medicine) 30% and two 
  additional Lore (Any) or Craft (Any) of 30%. Each school can only hold 
  a number of students. You have a chance of being accepted equal to 5% 
  plus 1% for each Lore or Craft % above the minimum requirements.
  Rewards: Acceptance into a Campus of the Medical institute. Classes 
  occur in Fifthly cycles for 2 months of the year. Participating in classes 
  trains you in a subject based on a Teaching Skill of 50% and a Lore or 
  Craft of 75%. For each skill over two skills you attempt to improve 
  during a fifth you have an additional -10% penalty to your success 
  (learning 5 Skills applies a -30% penalty to improving each skill). These 
  cycles cost one step lower than normal training costs per skill you train 
  in.
  Compulsions: Continued enrollment requires successful training of 
  half the skills you try to improve. Failure to improve or skipping more 
  than one cycle removes you from the school roster and you will have to 
  apply again to enter the school.
  
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  Post-Graduate (Sergeant)
  Requirements: Completion of 12 Semesters (fifth year cycles) at the 
  Medical Institute. First Aid 50%, Healing 50%
  Rewards: A Bachelor’s degree in Medical Science, A bonus to your 
  Teaching Skill of 30% when teaching Lore (Medicine), Craft (Medicine), 
  First Aid or Healing. At this level you can continue learning or find a job 
  with any number of medical institutes in pharmacology, or as a medic in 
  the military, +50% to your wages in such careers.
  Compulsions: If you plan to continue post-graduate studies, you 
  must follow the same compulsions as an under-graduate.
  Professor (Officer)
  Requirements: Completion of 24 Semesters at the Medical Institute. 
  First Aid 100%, Healing 100%, Lore(Medicine) 100%, Craft(Medicine) 
  100%. You must prove your ingenuity to your teachers, by completing 
  a dissertation or thesis on a subject of study you plan to pursue after 
  obtaining your Doctorate. Spending a semester, with light coursework 
  and enough time to write, will help you complete this document. 
  Perform an appropriate Lore Skill Test and an Influence roll at the end 
  of each week to determine if the content written is of appropriate quality. 
  Each failed roll puts you back another week. Completion of 12 weeks of 
  writing will create a thesis of significant quality to merit a Doctorate.
  Rewards: Obtain your Doctorate in the selected field of study. This 
  gives a bonus of 50% when teaching any non-physical skill. Your base 
  wages in any field related to your doctorate provides +100% bonus to 
  wages. If you gain a position at HTP, a stipend of 500 Gold Murin per 
  year is provided for you to continue your research, teach in classes, or 
  work in their hospitals.
  Compulsions: Perform your duties as a doctor of medicine well, 
  never harm a patient, or reveal their secrets. Any serious infraction of the 
  Asclepian Oath may result in the revocation of your Doctorate.
  Tenured Professor (Commander)
  Requirements: After obtaining your Doctorate, the Medical Institute 
  may hire you if your doctorate is in a unique field, or positions are open 
  in regular fields. Working regularly for the Institute for at least 10 years, 
  whether in the classroom, in a research facility, in field research, or in a 
  hospital, Professors may find themselves up for tenureship. Such dignity 
  is reserved for those that have proven themselves a value to the school.
  Rewards: Tenureship. Except for gross misconduct against the 
  students or faculty, your position and degree in the school can never be 
  taken away. Your yearly stipend is increased to 750 Gold Murin.
  Compulsions: The only compulsion for a Tenured Professor is to 
  follow their research and never allow others to influence their work. The 
  only way a Tenured professor can lose their position is through 
  gross misconduct, or the absolution of their position entirely, 
  usually due to financial constraints.
  
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  Organizational Skills
  First Aid, Craft (Any), Healing, Lore (Any), Teaching
  Current Commanders and Divisions
  HTP Ermindorf - The first campus and largest, maintains nearly 
  3,000 students and continues to monitor the few surviving infected 
  patients of the Plague Riots.
   
  Wilhelm Hartnell - Wilhelm, the ‘Rat Medic of Ermindorf’ 
  enjoyed a bit of celebrity status after his work in the Plague Riots, which 
  has brought him into conflict with his colleagues due to his focus on ‘big’ 
  medical issues, ones that will continue to bring him and the institution 
  fame.
  College at Helios - Founded after the village of Sikelia in Hyperia 
  suffered an outbreak of a mutated version of the Romero Virus.
   
  Patricio Troughton - Patricio’s family of merchant mice has kept 
  him comfortable in monetary concerns but he continues to throw himself 
  into his research, seeking new cures and discoveries, never settling on his 
  laurels.
  HTP Wilder - A struggling campus on the Axon coast, the college 
  is facing closure due to the information stranglehold of the Axon 
  government.
   
  Fiedler Gull - The twin brother of Lord Witney Gull, the 
  Whitetemple Murderer, Fiedler has worked hard to bring his family out 
  of the pall cast over his family’s reputation. A pig in Fiedler’s situation 
  would find it difficult enough to win over the students on campus but 
  his elusiveness and constant absence has led to rumors that Fiedler is no 
  different from his brother.
  New Orlea University - A joint project of the Federated States of 
  Vespuccia and the HTP Institute, NOU has an expanded curriculum to 
  non-medical based sciences, as well as math and engineering.
   
  Jean Pertwee - Pertwee sees the current world of medical science 
  as a travesty. Centuries of folklore and superstition sees more patients 
  attending psychics and alchemists for magical cures. Jean has sought to 
  expand the reputation of medical science, seeing his task to advertise a 
  better image for modern medicine.
  
  85
  HTP Alexandreta - The reconstruction of the Island of Knowledge 
  has been a steep hill for Hyperia and Khonshu. The HTP’s intervention 
  into their political issues helped continue the project forward and today 
  the island of Alexandreta is a bastion for scientists the world over.
   
  Sallah el-Kahir - A Jackal chemist and herbalist from Khonshu, 
  Sallah is the foremost expert on pharmacology and his work in the lab 
  and field research has jumped medicine forward several decades. As the 
  Dean of the Alexandreta institute, he also devotes a portion of his time to 
  bringing Khonshu and Hyperia back to the world stage, seeing the Island 
  of Knowledge as the gateway for the two nations to prominence.
  Common Missions/Plot Threads
  Cram Session - Sometimes you have to work extra hard to finish 
  your studies. Making some Persistence and Resilience rolls to boost your 
  Learning rolls can help finish those courses. Maybe even make a few 
  perception rolls to find more interesting or devious books of lore.
  Field Research - Sometimes to really understand what you’re 
  learning about you have to go out and practice. Opening a clinic for the 
  needy can be a great way to improve your skills and your status in town.
  Quarantine - You never know when the next plague will spring up, 
  or when a previous one will mutate. Expert students and their teachers 
  may be called upon to assist in quelling a particularly virulent outbreak.
  
  86
  Knights Bubonic
  Exclusive Military, Exclusive Religion
  As Nazarinity grew to be the dominant religion of Eutheria, the 
  Church sought to reclaim the lands once theirs in the northern deserts, 
  in the search to discover the site of Nazar. As the first Crusade began, 
  thousands of soldiers followed their kings and bishops into the desert 
  to fight the reptiles and there in a dozen cities, holding against the scaly 
  hordes, they formed tight knit groups, which would eventually turn into 
  the Knightly Orders. The largest of these became the Knights Bubonic, 
  founded by Vandal soldiers. In the centuries since the first Crusade, 
  a dozen other crusades have been fought, both against the Scyzantines 
  and the Ursal invaders of the north. Founding several castle strongholds 
  across the borders, the Knights Bubonic kept the Eutherian way of life 
  safe from outsiders. In modern times they have been abandoned by their 
  flock, who seek to dismantle the last Knightly Order.
  Key Facets of The Knights Bubonic
  The Grandmaster’s Council
  Since the disappearance of the Grandmaster decades ago, his 
  Council has retained control, working together to defend Nazarinity. 
  T.C. Meles, nicknamed ‘The Thunder Count’, was one of the most 
  charismatic leaders of the Knights, he helped rebuild their forces after 
  the 8th Southern Crusade took away so many lives. Unfortunately he 
  disappeared in the Aquitaran Countryside while visiting a Bubonic 
  Castle in the marchlands. His absence has placed the Knights in an 
  uneasy position, facing increased political pressure to disband and the 
  abandonment of many of their soldiers to the banner of The Dishonor 
  Guard.
  Turpin The Inquisitor
  The leader of the Inquisition, the internal police of the Knights 
  Bubonic, Turpin has expanded the Inquisition’s duties to the citizens in 
  Bubonic territories. It is also the Inquisitor’s duties to perform clerical 
  work and the general management of Knights’ Castles. Turpin is the 
  leader of the most extreme elements within the Knights, constantly 
  struggling against Fierabras’ place on the council. His official title is High 
  Inquisitor.
  Jacques of Martinique
  Hailing from the destroyed Crusader City of Martinique, Jacques 
  commands the Bubonic forces in the field having led them to a number 
  of victories in the Aqui-Civitas War on the side of the Civitan-Vandal 
  Alliance. Considered by many to be too young for his office, Jacques was 
  promoted only days before T.C. Meles disappeared, resulting in a rough 
  start to his term. His official title is Marshal of the Order.
  
  87
  Lady Bradamant
  Wife of T.C. Meles, the last Grandmaster, Bradamant handles 
  the smithing of weapons and armor for the Knights, ensuring her 
  blacksmiths equip every Knight that goes into battle. She also personally 
  crafts the weapons of the Council. Her official title is High Armorer of 
  the Council.
  Fierabras of the Wadi
  A Monitor from the riverlands between San Murino and 
  Agaminople, Fierabras is a convert to Nazarinity. Before his forces were 
  defeated during the 8th Southern Crusade, Fierabras had a vision of the 
  fall of Nazar and converted on the spot. Fierabras defended himself for 
  nearly an hour, refusing to outright slay any Knight who fought him. 
  Bradamant and Jacques came to his rescue and accepted his conversion. 
  Fierabras would eventually rise to his position on the council by his 
  understanding of Scyzantine politic and tactics. His official title is 
  Deputy of the Grandmaster.
  Bubonic Poison
  Concocted during the Second Crusade, bubonic poison was used to 
  some effect against Scyzantines, severely damaging the brain function 
  of those affected by it. Work with toxins and diseases continues today 
  in limited capacity, as the elimination of biological warfare is a subject 
  many politicians, that opposed the Knights, used to gain leverage 
  over the Kings and Dukes who allow the Knights to operate in their 
  territories.
  Religious Iconography
  Nazarinity - The Knights follow an extreme form of Nazarinity and 
  have much the same iconography as Orthodox Nazarenes, except the 
  usually nondescript forms of the Shadow Army are shown as Scyzantine 
  reptiles or Ursal bears and wolves.
  Ranks
  Rodent-At-Arms (Recruit)
  Requirements: Citizens of the territories under Bubonic control are 
  required to serve in the Forces of the Knights as Rodents-At-Arms (a title 
  used even for those not truly rodent). Any follower of the Nazarene faith 
  can also join the ranks of the Knights by finding a recruiter in Eutherian 
  Capitals or major cities.
  
  88
  Knight-Errant(Private)
  Requirements: Those that have dedicated at least 1 POW to 
  Nazarinity and show a Combat Style and Duty (Nazarinity) of at least 
  30% can seek to join the Knights Bubonic.
  Rewards: Swearing your allegiance to the Knights converts your 
  dedicated POW and duty to Nazarinity to the Knights Bubonic. 
  A mentor travels with you for a year, teaching you their skills and 
  experiences.
  Compulsions: A Knight-Errant must travel out into the world, 
  seeing the current state of the world for a year’s journey, accompanied 
  by a Knight-Brother as their mentor. They must seek to right wrongs and 
  live up to the ideals of Nazarinity.
  Knight-Brother/Armorer/Hospitalier (Sergeant)
  Requirements: After a year journey, a Knight-Errant must return 
  to Castle Burz, or abandon their sworn duty to the Knights. Upon their 
  return, the Knight-Errant is evaluated for a position in the Knights, the 
  Armorers, or the Hospitaliers. One becomes a full Knight by proving 
  their highest skill is a Combat Style or Brawn. One becomes an Armorer 
  by having their highest skill be Craft or Engineering. One becomes a 
  Hospitalier by having their highest skill be First Aid or Commerce. 
  Ignore any other skills for determining career path. All Order members 
  must swear an oath and dedicate 4 POW to the Knights Bubonic.
  Rewards: The equipment of a Knight is provided for them, including 
  weapons, armor and a Kiwi Steed. Armorers include both armorsmiths 
  and the architects who design and build Bubonic strongholds, Each are 
  paid for their services and are given the weapons and armor of a knight. 
  Hospitaliers include both those in the medical service and managerial 
  service. They operate together to handle the day-to-day management of 
  the Knightly Order’s holdings in the world. Such work pays the best in 
  addition to equipping them as knights with weapons and armor. Each 
  career is paid 100 Thaler a month. Hospitaliers are paid an additional 20 
  Thaler a month.
  Compulsions: The Order comes first and the protection of it is the 
  duty of all. Inquisitors look for those not performing their duties and 
  those that are incompetent are seen as much as heretics as those that 
  maliciously undermine the Order.
  Komtur/Landsmeister/Inquisitor (Officer)
  Requirements: Each career path must improve their appropriate 
  skills and Duty (Knights Bubonic) to 80%. Dedicating 8 POW is also 
  required.
  Rewards: Knights promoted to Komtur are given command of about 
  a hundred soldiers and during times of peace mange these knights with 
  little oversight. Armorers promoted to Landsmeister are given 
  control of a county and handle operation of their territory. 
  
  89
  Hospitaliers promoted to Inquisitor are the internal police of the order, 
  meting out justice to criminals in their ranks, as well as civilians living 
  on Bubonic lands. Each career is paid 200 Thaler a month. Inquisitors are 
  paid an additional 40 Thaler a month.
  Compulsions: Continued faith in Nazarinity and duty to the Knights 
  is required of Officers. Inquisitors are less likely to investigate Knights of 
  this rank but is not unknown to happen.
  Grandmaster’s Council (Commander)
  Requirements: There are five seats on the council of the 
  Grandmaster, The Grandmaster, The High Inquisitor, The Deputy of the 
  Grandmaster, The Marshal of the Order and The Armorer of the Council. 
  All the seats are elected yearly but with the fate of the Grandmaster 
  unknown, his seat remains empty until such time as he is found, or his 
  fate learned. The Deputy is selected by vote of the other three council 
  seats. The High Inquisitor is elected by the Inquisitors, the Armorer 
  by the Landsmeisters and the Marshal by the Komtur. Normally the 
  Grandmaster is elected by the entirety of the Komtur, Landsmeisters and 
  Inquisitors. Taking a seat on the council requires the devotion of all POW 
  to the Knights.
  Rewards: A seat on the council pays 500 Thaler a month in addition 
  to the powers granted to each seat. The Deputy has veto power over 
  any discussion but no actual voting power in the council, he also 
  commands the Rodent-at-Arms auxiliary forces in combat. The Marshal 
  commands the Knight forces in combat but does not handle any of their 
  upkeep. The Armorer equips the Knights and oversees construction of 
  housing for the Order. The High Inquisitor polices the Order but has no 
  right to accuse/prosecute other Council members, he also handles the 
  managerial/clerical work of the Order, to ensure that funds are handled 
  appropriately.
  Compulsions: The Council only answers to the Grandmaster, who 
  is missing. As such, little compulsion remains to the Council, each acts 
  autonomously but this is not to say they may find their hands tied by 
  each others political machinations.
  Organizational Skills
  Combat Style, Brawn, Craft, Engineering, First Aid, Commerce, Lore 
  (Nazarinity), Culture (Nazarinity), Ride,
  Current Divisions and Commanders
  Castle Burz - The headquarters of the Knights Bubonic has stood 
  for nearly eight hundred years. Burz lays in a secluded valley and began 
  life as a monastery from which the monks took up arms to fight in the 
  Crusades.
  
  90
   
  Marshal Jacques - Military Commander of the Knights, Jacques, 
  a young mouse from the desert, has more experience than his age lets 
  on. He finds himself constantly attempting to prove himself to the 
  Inquisitors and his subordinates.
   
  Lady Bradamant - Wife of the missing Grandmaster, Lady 
  Bradamant has fought on the field of battle nearly as much as her 
  husband. While not on crusade, This Badger works the forges, smithing 
  weapons and armor for the Knights.
  Tengriburg - A Bubonic holding in the Aquitaran side of the 
  marchlands between Aquitar and Vandalands. This was originally a 
  castle of the Knights Tiberias before they were destroyed at Lacerta. 
  Tengriburg is the home of the Inquisition.
   
  Inquisitor Turpin - Far away from most territories of the 
  Knights, the Inquisitors are able to work in secret. The enterprising Rat 
  has built a number of extra layers to the castle, performing scientific 
  research beneath ground level.
     
  al-Karok - A desert trade-city at the entrance to a pass through the 
  Bayawak Mountains. This is the last holding of the crusaders in the 
  Scyzantine deserts. The control of this city provides a decent monetary 
  flow for the failing Knights.
   
  Deputy Fierabras - With the constant conflicts between the 
  Reptilian civilians and the Eutherian rulers, Fierabras was placed in 
  command in an attempt to quell possible uprisings. Fierabras has done a 
  excellent job of befriending the citizens of al-Karok, even getting some to 
  join the Knights Bubonic.
  Common Missions/Plot Threads
  Expect It - Inquisitors are more like police than heretic torturers in 
  the Knights Bubonic. They hunt down those that have committed crimes 
  in Bubonic territories across the world, ignoring political borders. This 
  does of course bring them into conflict with other nations security forces 
  while in pursuit but the Inquisitors are generally effective at catching 
  their target.
  Vandal Order - The Knights have come to clash often with the 
  Vandal Kings and their territory control, with the Dishonor Guard 
  affecting the political landscape, the Knights are fighting a losing battle 
  over their rightful lands. Keeping the Vandals from seizing their lands is 
  key to keeping the Knights operating.
  Crusading - The focus of the Knights is the defense of Eutheria, 
  keeping invading Ursals and Scyzantines from overrunning the 
  civilized world. Sometimes that means attacking first, to take and hold 
  key locations along the borders. Such fights are often futile, resulting in 
  martyrs more than real victories.
  
  91
  National Military
  Exclusive Military
  Each nation forms its own standing armies and navies to defend its 
  borders. These may come in different variations but the basic structure is 
  the same regardless of nation.
  Key Facets of the National Militaries
  The Grand Armee
  Rebuilt after the revolution, the National army of Aquitar no longer 
  promotes officers based on nobility but on actual merit. The Command 
  Staff is made up of new, skilled Commanders and Veterans that had been 
  exiled under the previous dynasty.
  The Grand Armee is equipped with steel reinforced pads on their 
  arms and shoulders. This extra protection is useful in tunneling tactics. 
  High quality firearms are the pride of the Grand Armee.
  Civitan Marines
  Dozens of mercenary groups from the numerous city-states were 
  folded into the new national army of the Civitan Trade Alliance. While 
  there is still some conflict between these sub-groups, Admiral Doria has 
  pushed her Officers hard to bring the mercenaries into unity.
  Civitan Marines are equipped for light combat, focusing on boarding 
  actions and sea to land assaults. As such their weaponry is usually 
  pistols and one handed melee weapons. Marines are also trained in the 
  use of Venturan weapons, mounting them to their ships.
  The Sand Guard
  The bodyguards of the Sultanate and nobility of Scyzantium, 
  also form the army. The Sand Guard are equipped with the foremost 
  weapons and armor and are trained as elite warriors rather than a mass 
  of raw troops.
  With their natural scaly armor, Sand Guard rarely equip heavier 
  armor than chain. Additionally the higher ranks wield Shamshirs, a thin 
  scimitar popular in the deserts. While hand held firearms are unpopular 
  with Scyzantines, massive arrays of cannons are used extensively in their 
  siege warfare.
  King’s Own Hussars
  With the introduction of Kiwi birds to Vandalands by bizarre 
  trade routes, mounted combat became the premier Combat Style of the 
  Holy Rodentian Empire. In the centuries since, the Vandal kings have 
  cultivated elite corps of ‘Birdmen’ soldiers trained in firearm or lance 
  combat atop these bird steeds. The King’s Own are also prided for their 
  
  92
  expert avian breeding, producing some of the best steeds across the 
  continent.
  For the Light Cavalry Hussars wear little but their uniform, to 
  keep their steed riding fast. Braces of pistols or Repeating Carbines are 
  popular with these Cavalry so they can keep attacking without worry 
  of reloading. Heavy Cavalry Hussars still wear plate armor and wield 
  lances or large spears to skewer their opponents as they charge past 
  them.
  The Dishonor Guard
  Formed as a group of rebels excommunicated by the Knights 
  Bubonic, the Dishonor Guard swept across Eutheria drawing recruits 
  from hundreds of territories. This rebel army, attempting to disarm the 
  Knightly Orders would eventually Ally with and then be folded into, the 
  Vandal army. The Dishonor Guard has become a nickname for the King’s 
  Own infantry, as opposed to the Hussar cavalry.
  To show their excommunicated background, the Dishonor Guard 
  wear Bird-shaped helmets in honor of Tengri. The weapons of the 
  Dishonor Guard are motley at best. The sheer size of the army limits 
  standardized equipment. Original Knights still wear their armor and 
  weapons but change their tabards to that of the King’s Army.
  Ranks
  Recruit
  Requirements: To enlist in a National army an Adventurer must 
  come from that nation or one of its colonies.
  Private
  Requirements: Eutherian Militaries have a month long training 
  period for Recruits before being officially promoted to Private. 
  Scyzantines are selected and raised from hatchlings to join the military. 
  At least 4 Organizational skills and any Combat Style at 30% are 
  required to complete training.
  Rewards: A weapon appropriate to the Adventurers Combat Style, 
  or the National army’s common weapons and a uniform that adds 1 
  Armor to each Hit Location. Joining a National army also provides a 
  monthly stipend of 2 Gold Solidus in the Sand Guard, 10 Aquin in the 
  Grand Armee, 40 Thaler in the King’s Own or Dishonor Guard, or 15 
  Gold Murin in the Civitan Marines.
  Compulsions: Joining Eutherian Armies requires two years of 
  service before a soldier can retire. Scyzantines must fulfill a ten year 
  service to the Sultanate. During such times Soldiers have off-cycles of 
  service, generally a week every two months but this can vary in wartime.
  
  93
  Sergeant
  Requirements: Increase 4 Organizational skills and Heroic Command 
  to 50% and dedicate 4 POW. A Soldier must have completed their first term 
  of service before being eligible for Promotion (5 Years for Sand Guard).
  Rewards: An increased monthly stipend of 4 Solidus, 20 Aquin, 
  80 Thaler, or 30 Gold Murin. Sergeants are also placed in more unique 
  positions, either acting as Drill Sergeants, Executive Officers, or joining 
  specialized detachments, such as cavalry or siege weapon teams.
  Compulsions: 
  Sergeants 
  in 
  addition 
  to 
  their 
  increased 
  responsibilities follow the same schedules as Privates.
  Officer
  Requirements: For all Nations increasing 4 Organizational Skills 
  and Duty to 75% and dedicating 8 POW is a minimum requirement. To 
  become an officer in the King’s Own or Dishonor Guard, an Adventurer 
  must come from Urban (Upper Class) background. Aquitarans must 
  attend St. Cyrien Academy and complete the officer’s training program 
  to be promoted to Officer.
  Rewards: An increased monthly stipend of 8 Solidus, 40 Aquin, 160 
  Thaler, or 60 Gold Murin. Additionally, during the Officer’s off-cycle 
  they receive a monthly stipend of 4 Solidus, 20 Aquin, 80 Thaler, or 30 
  Gold Murin. Officers are the Captains of Ships or Platoons, they manage 
  marchland forts, or govern small colonial cities, these are the general 
  positions awarded to a promoted soldier.
  Compulsions: Officers have a different service term and schedule 
  from Sergeants/Privates. They serve for terms of 5 Years in Eutheria 
  (Same 10 Year schedule for Scyzantines). They are given two months off 
  duty a year, during which they have no military responsibilities.
  Commander
  Requirements: An increase of Heroic Command, Duty and 
  Influence and two additional Organizational Skills to 90% is required 
  for promotion to Commander. Dedicating all available POW is also 
  required.  Scyzantines require at least 30 years in service to become a 
  Commander.
  Rewards: Reaching the rank of Commander rewards a parcel of 
  land, generally a few hundred acres, in Eutheria. In Scyzantium, Officers 
  promoted to Commander are given the noble title of Pasha and given 
  rule of a castle or town. These are often in the border areas, to provide 
  a military commander with skill to protect the area. Monthly stipend for 
  their active and off-duty cycles are both 8 Solidus, 40 Aquin, 160 Thaler, 
  or 60 Gold Murin. Commanders are also placed in command of entire 
  battalions, or naval fleets.
  Compulsions: Commanders enter the political stage in addition to 
  the theater of war. Discussing strategy and conditions of the 
  military with the civilian or royal leaders is a core part of a 
  Commander’s duty.
  
  94
  Organizational Skills
  Combat Style(Any), Athletics, Brawn, Heroic Command, Battlefield 
  Awareness, Ride, Shiphandling, Boating, Drive, Influence, Evade
  Current Divisions and Commanders
  Grand Armee
  Army - Palisade, Aquitar - With the border changes of recent years, 
  Palisade is extremely vulnerable to foreign attack and the Ground forces 
  have been stationed to defend the capital.
   
  Marshal Bel Neyette - A charismatic and confident Weasel, 
  Neyette was a close friend of Moleon II but has come into conflict with 
  his son over the direction of the nation and its army.
  Navy - Ste Tortuge, Aquitaran Antilles - The colonial capital off 
  the coast of Vespuccia in the Lemurian Ocean, Ste Tortuge has changed 
  hands a number of times over the years since the discovery of Vespuccia. 
  The city’s weak defenses rely on a powerful navy to keep it secure.
   
  Admiral Jean-Vimeur de Rochambeau - A Shrew noble, Jean-
  Vimeur weathered the revolution due to his family’s holdings being in 
  the Antilles, far from the politics of homeland Aquitar. When the Aqui-
  Civitas War broke out, Jean-Vimeur’s ship La Rochette alone captured 
  Sardus City in the opening days of the war, this and later naval actions 
  harrying Civitan trade routes led to his promotion to Admiral.
  Sand Guard
  Army - Iguabul, Scyzantium - The old capital, Iguabul was once 
  called Agaminople but when the capital moved further south, the name 
  moved with it. Iguabul is perfectly placed that the army can move within 
  a few days to any prominent area of Scyzantium, equi-distant from 
  Agaminople and Lacerta.
   
  General Resid al-Jazzar - After escaping from the underground 
  slave markets, Resid, a Sand Lizard, returned home to Lacerta. His 
  captors caught up to him in the markets and picking up a stray weapon, 
  al-Jazzar slew every slaver. His skill at the young age of 12, impressed 
  a local Sand Guard sergeant, who pressed his supervisors to enlist the 
  hatchling in the army.
  Navy - Aqabad, Scyzantium - A port along the eastern coast of 
  Scyzantium, bordering the Bharatese Ocean, Aqabad is home to the 
  largest Gecko population and along with them thousands of turtles and a 
  few hundred siege tortoises.
  
  95
   
  Admiral Piyale Uluj Muezzinad - An Anole of Adwaita, Piyale 
  was never paired with a Siege Tortoise but instead sought a life at sea. 
  Spending a few years in piracy, The crew Muezzinad was apart of was 
  eventually defeated and press ganged into naval service. The young 
  sailor reformed his ways and devoted his life to the Scyzantine Navy.
  Civitan Marines
  Army - New Muriccio, South Vespuccia - The most powerful city-
  state and also the youngest, New Muriccio has dominated the political 
  stage of Civitas since founded by Hernan Pizzaro in the opening years of 
  Eutherian Colonialism.
   
  Captain General Chequal Diez - A capybara born in the slums 
  of New Muriccio, Chequal spent much of his military life as a political 
  liason, protecting visiting dignitaries. After an encounter with Doge 
  Tamias of Venture and the formation of the Trade Alliance, Chequal was 
  quickly promoted to Captain General and commands the Civitan forces 
  in their current conflicts with the New Jaguero Empire.
  Navy - Forjaz, Civitas - The premier shipbuilding city of the Trade 
  Alliance, Forjaz is home to the main fleet of the Civitan Navy. Forjazi 
  ships are built large and armed with heavy and numerous cannons.
   
  Admiral Andrea Doria - The daughter of the Doge of Sardus 
  andrea fought against the standard position of females in Civitan 
  Nobility, often clashing with her father’s sensibilities and eventually 
  enlisted in the Forjazi navy. Beyond her father’s control, Doria became 
  famous as one of the few ‘Lady Officers’ in Eutherian navies. When all 
  the Civitan fleets were combined under the Trade Alliance, Doge Doria 
  put forth his daughter’s name as a candidate for admiralcy.
  King’s Own Hussars
  Cavalry - Ermindorf, Vandalands - Cavalry is the pride of Vandal 
  nobility and the Kaiser himself is a famed avian trainer and rider. To 
  keep the pride of the King’s army nearby, an entire stable and barracks 
  was built into Castle Ermindorf, despite the strategic uselessness of 
  cavalry within castle grounds.
   
  Kaiser Hans Hedgehauser - Drawing his lineage back to 
  Ludwig the Vandal, Hans Hedgehauser spent his early years in isolation, 
  guarded from the plight of the outside world by his Regents. After the 
  rebellion of the Dishonor Guard broke his illusion of the world and the 
  state of the Vandals in it, the King took control of his reign and has made 
  sweeping changes to the structure of the Vandalands.
  
  96
  Dishonor Guard
  Infantry - Ermindorf, Vandalands - A number of outposts and forts 
  in the vicinity of Ermindorf house the ‘Dishonor Guard’. Once an army 
  of rebels, seeking to depose the Knights Bubonic and return Hans to a 
  place of power, the Dishonor Guard was folded into the infantry of the 
  King’s Army and their name was carried over. The small navy of the 
  Vandalands is a subsection of the Dishonor Guard.
   
  Lord Leopold Kassel the Scourge - A young farm hand who 
  joined the Dishonor Guard while it was still a rebel army. Leopold was 
  selected as squire to George von Giessel after his previous squire was 
  killed. In the battles that followed, Leopold proved himself time and 
  time again. When the Dishonor Guard became part of the King’s Army, 
  Leopold was given the rank of Brigadier but was eventually promoted 
  to General. Leopold took the title of ‘the Scourge’ in honor of his late 
  mentor, setting precedent for those that would follow.
  Common Missions/Plot Threads
  Training Drills - Keeping your skills in top shape is key for any 
  military. Just be careful where you run your drills, failing to be aware of 
  national borders, or civilian targets can be disastrous.
  Special Operations - Sometimes a select few have the right know-
  how or tools for the job. Special Operations are usually secretive and 
  stealth can be paramount for such missions. You wouldn’t want enemy 
  nations figuring out what you’re doing.
  All-out War - Sometimes communications fail, politicians refuse 
  to back down, or a small accident erupts into a war between nations. 
  Answer the call to arms and defend your nation!
  
  97
  Nazarinity
  Exclusive Religion
  In the early days of the Rodentian Republic, when the foundations 
  were still being laid, on the western edge of the Reptilian Deserts 
  lay the city of Nazar. A rare city-state of desert mammals, they were 
  mytholgically allied with the ‘heavenly host’, a group of protectors that 
  kept the city safe from the nomadic reptiles. At the end of the Titanic 
  Age, the heavenly host left the city, leaving the citizens defenseless. 
  Tengri, the head of the host, promised the citizens that they would return 
  in a year’s time to come to their aid. Legend has it that after the host left 
  the city, the Nazarenes we’re left to fight an oncoming evil, a three month 
  siege began at the end of their year alone. The evil that surrounded them 
  sought to press on but the Nazarenes held control of the waterways that 
  ran through the desert in those days, which have since dried up and 
  leaving the Nazarenes in control would ruin their plans. Finally the day 
  upon which Tengri would return came and the Nazarenes waited for 
  his return, watching the horizon for the heavenly host. As the sun set 
  the Nazarenes lost their faith and succumbed to the invading horde. As 
  the ravening demons destroyed the city, the setting sun was eclipsed 
  by a mass of winged creatures on the horizon. Tengri’s forces returned 
  moments late to save the city but in time to destroy the evil soldiers. This 
  is the basic tale Nazarinity is based upon.
  Key Facets of Nazarinity
  Archbishop Petra XIV
  The third female Archbishop of Nazarinity (14th use of Petrus/Petra 
  as their Archbishopric name) Archbishop Petra was born Nicoleta Lepus 
  in a remote Vandal county in the Bayawak mountains. She is generally 
  considered more moderate or progressive than many of her predecessors 
  and has assisted in the dismantlement of many of the Knightly Orders, 
  long since an archaeic feature of the Nazarene political structure. As the 
  Archbishop, Petra is the representative of the religion as a whole and sets 
  the political and theological standards.
  Nazarene Church
  A small group of survivors from Nazar left before the siege began, 
  sent to find help and warn others of the oncoming slaughter. The 
  leader of this group was Petrus of Nazar and when he and his fellow 
  citizens returned to the city with an army, they found the city had been 
  destroyed, the only living thing in the destruction was Tengri, who wept 
  before Petrus and his army. Without a word, Tengri flew into the sky and 
  a sandstorm blew out of the south covering the city. The army returned 
  to the west to share their story and few believed their outlandish tale at 
  first. After spending nearly a century as an underground religion, just a 
  
  98
  few decades after the foundation of the Rodentian Empire, Nazarinity 
  began sweeping Eutheria. Dozens of minor nobles changed their faiths 
  and spread it to their subordinates.  By 100 AF, Nazarinity was big 
  enough to require its own central organization. The Nazarene Church 
  rebuilt the city of Rodentia and created the religious capital of mammal-
  kind. Since that time over two hundred Archbishops have dictated policy 
  of Nazarinity, sending Eutheria to war with the Scyzantines and bringing 
  them home again.
  Organizational Structure
  Beneath the Archbishop, who controls the city of Rodentia, are more 
  than thirty bishops each stationed in major cities across Eutheria and 
  beyond. Beneath the bishops are the priests and monks, who share and 
  expand upon religious doctrine respectively. Lastly are the parishioners, 
  some 75 million of them across Eutheria, with millions more of other 
  denominations across the world.
  Independency and Neutrality
  Since its reconstruction of Rodentia, the Church of Nazarinity has 
  been an independent state, on the modern border of Scyzantium and 
  the Civitan Trade Alliance. Because of its proximity to the foreign and 
  hostile nation, for nearly a thousand years the Nazarene Church used its 
  power to organize armies to retake the Reptilian deserts in the hopes of 
  discovering the original site of Nazar. With millions dead and both sides 
  weakened, the Church finally gave up its crusades. As new Bishops, tired 
  of war and political machinations, took positions, the Knightly Orders 
  were dismantled and the Church became a neutral entity, seeking only to 
  mandate religious doctrine, staying out of the political realm.
  Nazarene Extremism
  Some Nazarenes disagree with the moderate direction the Church 
  has followed over the last century and a number of extremist groups 
  continue to exist. The largest of the Knightly Orders, the Knights 
  Bubonic continue to combat their assumed foes. The Nazar State 
  Seperatists is a smaller group of theologians and archaeologists, crossing 
  national borders and seizing territory to search for the city of Nazar.
  Location of Nazar
  The exact location of ancient Nazar is unknown. The rivers which 
  ran near it, the Zab and Firat have been dry for centuries. It is the goal 
  of some scholars and worshippers to rediscover the city, either for 
  archaeological study, or for religious pilgrimage.
  
  99
  Religious Iconography
  Nazar - A now mythical holy city in the western deserts. The original 
  Nazarenes supposedly formed an alliance with ‘the heavenly host’, 
  ancient guardians of the world, who saw the purity of the Nazarenes and 
  believed it should be protected. The city is most often depicted as a door 
  in the side of a mountain, split open with light shining 
  from it.
  Tengri - The leader of the Heavenly Host and 
  protector of the good in the world. After a year long 
  absence from the city of Nazar, Tengri and his army 
  returned to destroy the shadow army. The phrase 
  ‘Tengri True’ is a sort of expletive, invoking Tengri’s 
  promise and its fulfillment. Some scholars see a 
  similarity between the Tengri of the Rodeniad and that of 
  the Nazar story but most Nazarenes do not believe Tengri 
  was an Avian, much of this comes from modern evidence of 
  the known avians, such as the kiwi steeds and their inability 
  to fly or communicate. Tengri is depicted as a rat with wings, 
  holding a helmet shaped like a bird’s head.
  The Heavenly Host - A flying army that fights wars against evil 
  across the world. For a time, they were based out of the city of Nazar, 
  its mythically high cliffs perfect for their roosts. Most iconography shows 
  members of the host as rats with wings, often wielding weapons and 
  armor of the east, similar in design to Ursal Khanate, or the ancient Myo 
  Clan of Chugoku.
  Faith - On the last day of the siege of Nazar, the citizens lost faith 
  and before night had even fallen, they had given up hope of overcoming 
  their siege and fell to the invaders. Modern Nazarenes believe in the 
  power of faith, promises and trust in a higher power.
  The Shadow Army - A mysterious force out of the eastern desert 
  that cut across the sands smiting towns and cities. Word came to Nazar 
  that the army was heading towards them and their key position on 
  the Zab and Firat rivers. The final goal of the Shadow Army, or Wave 
  of Darkness, or a dozen other foreboding names, never came to light, 
  as the heavenly host smote them within the city and left the city to the 
  erosion and wastes of the desert. For centuries, the Nazar Church and 
  the Knightly Orders saw the reptiles of Scyzantium as the Shadow Army, 
  seeking to destroy mammalian life. Since the fall of the Knightly Orders 
  and the selection of more moderate Archbishops, few Nazarenes see the 
  Scyzantines in such a light but bigotry and a thousand years of fighting 
  makes relationships difficult between mammals and reptiles.
  
  100
  Ranks
  Observer (Recruit)
  Requirements: Observing the holiday traditions of the Nazarenes is 
  often the first start of many worshippers’ Path to Nazar but the last stop 
  on the way out for the faithless. Nazarene population is on the decline 
  but many non-religious people still find observing the holidays an 
  appropriate cultural trapping.
  Parishioner (Private)
  Requirements: Following the basic tenets of Nazarinity, performing 
  morning prayers and attending services on Mondays, when able to, are 
  the simple requirements of Nazarinity, belief and dedication of at least 1 
  POW shows true worship.
  Rewards: Churches are always giving away copies of the Nazar 
  Scriptures, a collection of works about the fall of Nazar and the years 
  after. Additionally, many Churches are philanthropic and act like 
  families within their communities, calling in favors while in your Parish 
  results in a +10% Duty bonus.
  Compulsions: Attending services where available weekly is a 
  standard and paying alms is optional.
  Priest/Monk (Sergeant)
  Requirements: Becoming a true member of the church requires 
  true devotion to the faith and a competent understanding of the holy 
  scriptures. Becoming a Priest, who weekly provides sermons for 
  parishioners requires Oratory 30%, Lore (Nazarene) 30%, Culture 
  (Nazarene) 30% and Teach 30%. Becoming a member of a monastic order 
  as a Monk or Nun requires Lore (Nazarene) 30%, Culture (Nazarene) 
  30%, Art 30% and Sing 30%. A total devotion of 4 POW is also required 
  for either Priests or Monks.
  Rewards: Priests performing services in their parish receive 25% of 
  the weekly alms paid by their parishioners, while the rest is passed on to 
  those above them. Monks have all their needs taken care of by the abbey 
  that they reside in. Monks can also keep 10% of the money earned from 
  the goods they sell, with the rest being spent on the upkeep of the abbey.
  Compulsions: Priests must stay in good favor of their community 
  and regularly perform services, such as baptisms, weddings and 
  weekly sermons. Monks must stay in their abbeys for the duration 
  of their sequestering, maintaining the grounds of the abbey, farming, 
  illuminating manuscripts and other monastic duties. Both groups 
  can find time to leave their duties to others on rare occasions, such as 
  attending theological seminars, pilgrimages and missionary work.
  
  101
  Bishop/Friar (Officer)
  Requirements: Showing 50% in the Priest skills with a devotion of 
  8 POW allows Priests to progress onto bishop-ship, handling a number 
  of parishes across a country. Monks can become friars, by upgrading 
  the Monk skills to 50% and devoting 8 POW. These ranks also require a 
  Bishop or Friar’s position to be empty.
  Rewards: Bishops receive 25% of the alms paid by each parish 
  (usually between 50 and 100 parishes) weekly but this amount is also for 
  the maintenance and upgrade of the parishes in addition to his own pay. 
  Each friar is the head of an abbey and determines what duties each monk 
  performs and what special events the abbey will hold. The Friar receives 
  10% of the income made by the sell of goods from the abbey, such as 
  illuminated manuscripts, farm-grown foods and religious crafts.
  Compulsions: Bishops are often spokesmen for their region, offering 
  advice to political leaders and to the world in general during times of 
  hardship. It is their duty to keep the world’s view of the Nazarene 
  Church in a positive light. Friars are the true scholars of the Church, 
  scouring through forgotten lore, copying ancient manuscripts and 
  sharing that knowledge with the Church and their fellow religious 
  scholars. They are able to continue doing this by proper handling of their 
  abbey, managing the land’s finances, food supplies and flow of religious 
  material.
  Archbishop (Commander)
  Requirements: An 80% in all Priest and Monk skills and a maximum 
  devotion of POW is required to become the Archibishop. Additionally, 
  a Bishop or Friar must be nominated by at least two of their fellows 
  and then voted in by the collective Bishops and Friars of the Nazarene 
  Church.
  Rewards: 50% of the alms of all Parishes and Dioceses of the 
  Nazarene Church come to the Archbishop for the management of 
  the Church and the city of Rodentia. The Archbishop also counts as 
  Rank 1 in the following organizations for the purposes of Political 
  favors: The Grand Armee, King’s Own Hussars and Civitan Marines. 
  The Archbishop counts as Rank 3 in Knights Bubonic for the purposes 
  of Political Favors. The Archbishop counts as having dedicated the 
  maximum amount of POW for those ranks.
  Compulsions: Half the civilized world is your flock, while 
  Archbishop-ship is usually for life, in times of extreme political 
  or religious conflict, Anti-bishops have arisen as leaders of other 
  denominations, often splitting the population of Nazarenes, reducing the 
  income and political power of the Archbishop.
  
  102
  Organizational Skills
  Lore(Nazarene),  Oratory, Influence, Culture(Nazarene), Teach, Art, Sing, 
  Language(Nazarene)
  Current Divisions and Commanders
  Rodentia, Independent State of Nazarinity - Built on the ruins of 
  the first Rodentian capital, the Independent State of Nazarinity lies on 
  the current border between Scyzantium and Mare-Civitas. This coastal 
  city is a major pilgrimage point for Nazarenes and near the center, 
  Vates hill was renamed Tengrisus Hill, after the angelic icon of the 
  Nazarene faith. On the hill is the House of Tengrisus, the residence of the 
  Archbishop.
   
  Archbishop Petra XIV - Her isolated childhood and time 
  in a Nunnery, led the Hare that would become Petra XIV to be a quiet 
  Archbishop. The majority of political or religious issues brought before 
  her are usually met with silence, as the Archbishop believes in non-
  interference, as it is not her place to lord over the lives of others, only to 
  guide. The only issue Petra has been vocal on is the Knights Bubonic and 
  their rule over Vandal territories.
  Common Missions/Plot Threads
  Pilgrimage - The city of Rodentia lies on a political fault-line 
  between the sometimes warring nations of Civitas and Scyzantium. In 
  recent years this conflict has flared and it is unsafe for pilgrims to travel 
  to Rodentia but this does not stop the faithful from making the journey.
  Crusade - Although the Crusades are long over for any but 
  the Knights Bubonic, the Church has found itself intervening into 
  politics more than it likes. You could find yourself attempting to stop 
  brinksmanship from embroiling the countryside in another war.
  Missionary - Sharing the story of Nazar with the world is the duty of 
  any good Nazarene and sometimes, as a missionary, you have to travel 
  to new places and save the souls of those who live there. This is not the 
  only duty of a theological missionary. Those with a skill in medicine are 
  sent to help the oppressed and the educated are sent to teach modern 
  knowledge.
  
  103
  The Empire of Aquitar
  Recent History
  Due to the aging and ailments of the late Emperor Moleon II, the 
  Empire of Aquitar was nearly destroyed by its mishandling of the 
  Aqui-Civitas War. The Regent and Son of the Emperor, Charles de 
  Bore, was only just coming into his own on the political stage and was 
  inexperienced. After the war came to a close with the passing of Moleon 
  II, Charles de Bore was crowned Moleon III and spent the last 5 years 
  reconstructing the country. Much of the emperor’s power would be 
  relinquished to Parliament separated between the Counts and the 
  Marquis. The numerous Marquis of the marchland territories, were 
  given equal power to the Counts of the Peerage, causing a political clash 
  between the two levels of noble.
  People of the Nation
  Badgers
  Ages ago, the reigning monarchs of Aquitar were the Melevingian 
  Badgers, while fierce warriors, they were ill-equipped to be statesmen. 
  In modern times, Badgers are looked upon as country bumpkins, or low-
  class workers. In the cities, many find work as Dock-hands, or in basic 
  craftworks, having learned from an early age to use their size, strength 
  and sharp claws to their benefit.
  Gophers/Marmots
  Originally from the city and county of Orlea, Gophers have a 
  penchant for engineering and smithing. Gophers pioneered gun 
  design and explosives, both in industry and helping find its place in 
  the Aquitaran military. Marmots, an offshoot of Gopher, strayed from 
  this stereotype, founding the continent’s first hospitals and continue to 
  explore the science of medicine.
  
  104
  Moles
  Once merely nomads, with the rise of the Bore Clan to the throne 
  of Aquitar, many moles have transformed themselves into merchants 
  and nobles, forsaking their wandering pasts. Others are still on the 
  outside looking in and those that did not raise themselves up during the 
  Revolution are still treated as badly as any gypsy.
  Mongeese
  During Aquitar’s early colonial days, under the Corelingian dynasty, 
  Mongeese were inhabitants of Zabar and Khonshu, that were conscripted 
  into the colonial armies. Centuries later, most have become naturalized 
  but still act as outsiders, living the lives of loners, or in small groups on 
  the outskirts of towns. They have also become a major criminal element, 
  leading to the enlistment of many into the Aquitaran Foreign Legion, the 
  only military that will accept convicts.
  Shrews
  The nobility of Aquitar, Shrews once ruled the kingdom under the 
  Corelingians but now make up most of the Marquis. Having rebelled 
  against the new Emperor upon his ascent to power, the Marchlands were 
  slowly absorbed back into the Empire and until the recent war, had little 
  influence in government. With the struggles facing the nation, a place 
  in parliament was given to use the financial resources of the reclaimed 
  Marches and amnesty to the few remaining rebels. Shrews are rare below 
  the noble class but because of the wars, a few have lost their lands and 
  turned to banditry, or mercenary work.
  Weasels
  The largest portion of the Aquitaran population, Weasels are 
  common in all walks of life. The current Marshal of the Empire is a 
  Weasel, as are a number of Counts in the Peerage. Recent industrial 
  worker strikes were led by Weasels looking for additional hazard pay 
  and many of the union busters were of the same species. Like their 
  relatives, the Mongoose, Weasels also have a penchant for getting into 
  trouble.
  
  105
  The Aquitaran Foreign Legion
  Military
  During the waning years of Moleon II’s reign, during the Aqui-
  Civitas War, an entire battalion of Aquitaran troops and Civitan 
  mercenaries, at the city of Cordoba, disappeared. The lone survivor 
  of the Aquitaran forces shared a tale with the Emperor of a horrible 
  dragon, a slithering, scaled monster with golden eyes that consumed 
  every soldier in the city. Although the Emperor’s mind was failing and 
  much of his duties were in the hands of his son, he still remembered the 
  destruction of his own clan as a child and the terrible eyes that bored into 
  his soul. Moleon II pressed his son for the creation of a new section of 
  the army, a legion, that from the ground up would be trained to fight the 
  larger, greater creatures of the world. Nicknamed ‘The Snake Killers’, the 
  Aquitaran Foreign Legion was founded for this duty.
  Key Facets of The AFL
  Aquicois Bazaine
  Exiled at the close of the Fifty Day’s War, Bazaine spent the last few 
  years of Shrouis XVI’s reign on the island of Ste Tortuge in the Aquitaran 
  Antilles. Although much older by the time of the founding of the AFL, 
  Aquicois Bazaine was still remembered by members of the Grand 
  Armee and he was nominated for the position of Brigadier General 
  of the Legion. His skills were far from rusty upon his return, having 
  commanded the land security forces of the Aquitaran Antilles during his 
  36 year exile. His strict training regimen transformed his recruits into the 
  premier fighting force of Aquitar.
  Snake Killers
  While dragon attacks are rare within the borders of Aquitar, their 
  colonies and allies face much larger creatures than they do. As such, the 
  Legion is trained to fight these monsters, often in dire circumstances. 
  Legionnaires are experts in a variety of weapon styles, including 
  firearms, melee skirmishing and even cavalry. Different combat styles are 
  required to fight each of their opponents and Snake Killers are always 
  ready.
  Foreign Recruitment
  During the close of the Aqui-Civitas War, troops were a valuable 
  commodity and the newly formed Legion did not have the numbers to 
  fill out their structure. As such, foreigners and criminals were allowed 
  to join the Legion to complete their regiments. Eventually this became 
  the standard recruitment policy for the AFL, with most soldiers being 
  ex-convicts or foreigners. Citizenship for foreigners, or a pardon for 
  criminals was presented to Legionnaires upon the completion of their 
  service but strict training and regulations let only the best 
  finishing boot camp, let alone survive their service stint.
  
  106
  Lacerta
  The Aquitaran Quarter of the border city of Lacerta is the 
  headquarters for the AFL. The Legion shares the city with the Scyzantine 
  Sultanate, who possess the eastern half of the city. The peace and 
  neutrality of both sectors has been on going since the inception of 
  Aquitaran Empire, when the nations signed a non-aggression pact and 
  absolution of the Knightly Orders within Aquitaran borders.
  Organizational Structure
  While the Non-commissioned soldiers may be criminals and 
  foreigners, only Aquitaran citizens that have never been convicted of 
  a crime may be officers. The total force of the Legion stands near ten 
  thousand, with thirteen regiments. The Brigadier General commands all 
  the regiments of the Legion, with Colonels commanding each regiment 
  and Officers directing battalions within each regiment. Below that rank, 
  soldiers may be of any citizenship or criminal status. While a soldier may 
  apply for citizenship after at least 4 years of service, These soldiers are 
  still never eligible for promotion beyond Sergeant.
  Ranks
  Recruit
  Requirements - Entering boot camp for the Legion is relatively easy, 
  even criminals and foreigners can join the AFL.
  Private
  Requirements - Completion of boot camp require at least 40% in 5 
  organizational skills and two months training. Dedicate 1 POW.
  Rewards - Standard military equipment, along with desert wear and 
  appropriate survival supplies. Aquitaran military pay begins at 25 Aquin 
  a month.
  Compulsions - Loyalty to the Legion, your past life is gone, those 
  who abandon the Legion after bootcamp are considered traitors and 
  are executed if caught. A minimum of a 2 year stint is required before a 
  legionnaire is allowed to leave, or sign on again. Privates are allowed 2 
  weeks of leave each year.
  Sergeant
  Requirements - Finish two stints with the Legion and raise 5 
  organizational skills to 60%. Dedicate 3 POW.
  Rewards - Allowed application for citizenship in Aquitar, increased 
  military pay to 50 Aquin a month.
  
  107
  Compulsions - Sergeants are allowed one month leave each year but 
  otherwise follow the same loyalty regulations as Privates. Additionally, 
  a portion of the battalion is placed under your command, requiring your 
  Heroic Command skill for bonuses during military actions. While off 
  duty, making sure the soldiers behave is also the duty of a Sergeant.
  Officer
  Requirements - Proven competent in at least two military actions 
  as a Sergeant and dedicate 5 POW. Only Soldiers who were previously 
  Citizens of Aquitar before joining the legion and have never committed a 
  crime against the nation may be promoted to Officer.
  Rewards - Captains and Majors have the ear of the Commanders 
  of the Legion and are able to influence battle tactics. Heroic Command 
  applies a bonus 5% to the skills of soldiers under your command. 
  Military pay increases to 75 Aquin a month and a small parcel of land is 
  given upon retirement.
  Compulsions - Officers may sign on for irregular service terms, 
  shorter or longer than 2 years but have the same duty compulsions as 
  Sergeants, including command of an entire battalion.
  Commander
  Requirements - At least 10 years service and increase of ALL 
  organizational skills to 60%. There are a total of 13 Regiments with a 
  Colonel each, along with the Command staff that make up this Rank, one 
  of these positions must be available for promotion to occur. Dedicate 8 
  POW.
  Rewards - Independent command of a regiment of the Legion. 
  Increased pay to 150 Aquin a month and their parcel of land is increased 
  in size and given immediately upon promotion.
  Compulsions - Each Colonel reports directly to the Brigadier 
  General but on the battlefield has direct tactical control of their regiment. 
  Commanders have increased flexibility as to their loyalty regulations, 
  able to take increased leave during times of peace but during times of 
  war, the Commanders must remain at their posts.
  Organizational Skills
  Athletics, First Aid, Perception, Resilience, Ride, Survival, Track, Any 1H 
  Combat Styles, Firearms Combat Style.
  
  108
  Current Divisions and Commanders
  Aquitaran Quarter, Lacerta - The headquarters of the Legion is 
  stationed in Lacerta and most of the Regiments are barracked within the 
  city, or within a few miles. When on maneuvers or times of war, only a 
  Regiment or two is left within the city and the others take up positions 
  where needed on the warfront.
   
  Aquicois Bazaine, Brigadier General of the Legion - A 
  commander in the King’s Army before the revolution, Bazaine was 
  exiled by the King for losing a single battle in his 20 year career. Now a 
  much older mongoose, Aquicois focuses on training Legionnaires to be 
  their own commanders but in times of need, Bazaine has fought like his 
  younger self, fierce and determined.
  Taheete, Aquitaran Multinsula - The 8th and 9th Legionnaires 
  provide marine security for the trade network based out of the coastal 
  islands of the Zealic Ocean. Generally, this sub-group of Legionnaires is 
  known as the ‘Colonials’ or Colonial Forces.
   
  Yvonne Bougainville, Colonel of the 8th Artillery Regiment 
  - Commander of the naval forces of the Colonials, Bougainville is a 
  Aquitaran born Gecko, her parents having travelled much farther from 
  Marluk than most Gecko refugees. Her last name is the Aquitaranization 
  of the Bharatese name Bhargavi.
   
  Jean Danjou, Colonel of the 9th Light Regiment - Commander 
  of the marine and ground forces of the Colonials, Danjou is a Vespuccian 
  Badger from New Orlea. After the sale of Aquitaran Vespuccia to the 
  Federated States, Jean Danjou signed up for the Legion to return to his 
  native country. Ironically he now lives and works thousands of miles 
  from his homeland.
  Common Missions/Plot Threads
  To the Man! - Legionnaires get the worst assignments. Outnumbered 
  and ordered to hold their positions, they are expected to die to the man. 
  More often than naught though, they prove their commanders wrong 
  and win the day against insurmountable odds.
  Desert Life - Few supplies come down the line from the Grand 
  Armee and the Legion is expected to see after its own, whether that be 
  farming, construction, or executing deserters.
  Espirit de Corpse - While Legionnaires may complete their 
  objectives, the death rate of new recruits is incredibly high. Veterans are 
  often the only ones left to clean up after a battle and in the desert, corpses 
  can attract all sorts, from scavengers, to the types of creatures the Legion 
  was created to fight.
  
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  St. Cyrien Academy
  Military
  Aquitar’s premier military academy, some of the greatest tactical 
  minds have studied, taught or visited the school. While until recently, 
  only Aquitaran citizens were allowed to enroll at the Academy proper, 
  the surrounding city has been the site of enlightenment and open forum, 
  with members of any country coming to share in the off-campus training.
  Key Facets of St. Cyrien Academy
  Dean Fontainebleau
  Philip Fontainebleau, a noble Marmot from central Aquitar, has been 
  head of St. Cyrien since 1803. A graduate from the school, Philip held the 
  rank of Marshal of Aquitar until retiring from the army at the turn of the 
  century. He was then offered the position as Dean and accepted the offer 
  when he found civilian life boring. Since that time Fontainebleau has 
  taught thousands of students how to lead as an officer.
  Famous Alumni
  Meles of Burgunda - Brother of Bubonic Grandmaster T.C. Meles, 
  Meles of Burgunda was the Marshal of Aquitar under King Shrouis, 
  before being imprisoned and executed for refusing to give his soldiers 
  suicidal commands. A number of fellow alumni formed the ‘Union of 
  Burgunda’ in an attempt to free him before his execution but when their 
  attempted failed, the organization became the Claw of Malaise and led to 
  the overthrow of the monarchy.
  Aquicois Bazaine - The Captain in charge of the force sent to back 
  up the bandits in control of Fort Ste Ermina during the Fifty Day’s War, 
  Aquicois was exiled for his failure, the first in his career. After his return 
  from exile in 1812, Aquicois was placed in command of the Aquitaran 
  Foreign Legion and put his time at St Cyrien to work, training the 
  Legionnaires.
  Assault on St Cyrien
  In a temporary alliance with the Civitan States, the Protectorate 
  of Axony supplied ships and guns to Admiral Ivara, recently home 
  from the exhausting Hyperian War, to fight their new opponent, the 
  Aquitarans in the Aqui-Civitas War. Secreted in the hold of one of the 
  Axon ships, the elite espionage group ‘The Experts’ stole into St Cyrien 
  during Ivara’s assault on the city. While the military might of Aquitar in 
  the city dealt with the Civitans, the Experts snuck into the underground 
  passages of the Academy proper and extracted a number of unknown 
  artifacts. What they found has yet to be revealed to the outside world.
  
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  Open to International Students
  After the War, Aquitar was forced to sign a number of treaties 
  supplicating before the Civitans. The one requirement of the Axons in 
  their treaties was the opening of St. Cyrien to international cadets and 
  teachers. Aquitaran politicians, threatened with the secrets beneath 
  the school, were forced to acquiesce and today, Civitans, Scyzantines, 
  Vespuccians, Ribenguans and most nations now have students that 
  study along side Aquitarans at the academy.
  College of Infantry and Firearms
  The Aquitaran school of tactics focuses on numbers and quality 
  firearms. In wars that stretch across thousands of miles, you cannot 
  always have the best soldiers or commanders at any battlefront. As such, 
  quality manufacturing and simple, drilled maneuvers can carry any 
  army.
     
  College of Armor and Cavalry
  Even with Firearms cutting through most armor, Cavalry are still 
  a fearsome opponent on the battlefield. Elite soldiers cutting a swath 
  through the enemy is demoralizing and devastating. The Vandals pride 
  themselves on this strategy and their crafted armor and specially bred 
  kiwi steeds are proof of that.
  College of Navigation and Navy
  Civitan strategy is based around their homeland and much of 
  that ‘land’ is covered in water. Sailing is core to Civitan life and Naval 
  combat keeps their ports safe and their merchants trading. Many of the 
  mercenary groups of the Civitans were small navies and with most being 
  folded into the Civitan Marines, it is about time they received proper 
  training.
  College of Cannon and Artillery
  Scyzantium loves its big guns. In the ancient days of the Crusades, 
  as the immortal city of Agaminople brushed off sieges, citizens would 
  gather on the parapets or their houses and watch as cannons bombarded 
  the city walls. Today Scyzantine cannons are strapped to tortoises 
  creating the first mobile artillery. Of course, other explosives are also 
  used to take down smaller walls and combat engineers and sappers are a 
  vital part of Scyzantine siege tactics.
  
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  College of Scouting and Espionage
  The island nation of Axony lives as a near police state. Every crime is 
  investigated to the detriment of civil rights. Espionage is a favorite tool 
  of the Protectorate and on the battlefield, scouting is an alternative form. 
  Knowledge is as key to victory as any weapon and knowing precise 
  numbers and army makeup can help you strategize and design the 
  perfect plan to defeat your opponent.
  Ranks
  Applicant (Recruit)
  Requirements: Students who already completed an undergraduate 
  degree and/or have graduated from a University may apply. Students 
  take exams on general knowledge, aptitude and intelligence; sit for an 
  interview and pass a test of physical ability.
  Cadet (Private)
  Requirements: Athletics 50%, Brawn 50%, Any 3 Lore 50%, a 
  total non-dedicated POW of 8 or higher. St. Cyrien can only take a 
  few hundred students in a training cycle. You have a chance of being 
  accepted equal to 25% plus 1% for each Lore % above the minimum 
  requirements.
  Rewards: Acceptance into one of St. Cyrien’s Colleges. Each has a 
  different set of organizational skills they will train you in and that are 
  required for graduation. Classes occur in fifthly cycles for 3 months 
  of the year. Participating in classes trains you in a subject based on 
  a Teaching Skill of 50% and a Skill of 75%. For each skill over two you 
  attempt to improve during a fifth you have an additional -10% penalty to 
  your success (learning 5 Skills applies a -30% penalty to improving each 
  skill). These cycles cost one step lower than normal training costs per 
  skill you train in.
  Compulsions: Continued enrollment requires successful training of 
  half the skills you try to improve. Failure to improve or skipping more 
  than one cycle removes you from the school roster and you cannot apply 
  again to the same college.
  Graduate (Sergeant)
  Requirements: 4 Organizational skills of the appropriate college at 
  80%. Completed at least 6 cycles of classes.
  Rewards: You complete the officer’s training course and may 
  immediately apply to Officer Rank of your nation’s or college’s nation’s 
  military, skipping private and sergeant, if you meet all the requirements. 
  Additionally, you add double your Heroic Command critical range to the 
  college organizational skills of soldiers under your command in battle. 
  If you decide to continue studying at St. Cyrien, you may take another 
  College expanding your organizational skills.
  
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  Compulsions: After graduation there are no further compulsions 
  from St. Cyrien, unless you decide to stay on and further your tactician’s 
  career at the school.
  Tactician (Officer)
  Requirements: 8 Organizational skills from two colleges at 100%, 
  Completion of 12 cycles of classes. Dedicate 5 POW.
  Rewards: You may immediately apply to the Commander Rank of 
  your nation’s military or the Officer Rank of any Exclusive Military to 
  which you meet all other skill requirements. Additionally, you may 
  apply double your Heroic Command critical range to both college 
  organizational skills. POW dedicated to St. Cyrien also applies to the 
  military organization you join afterwards. Continuing education allows 
  you to study from all colleges.
  Compulsions: Cyrien Tacticians are prominent members of the 
  school and reprehensible actions in addition to showing poorly on the 
  school, also revoke your certification, resulting in demotion to Sergeant 
  at the very least and discharge at the worst.
  Master Tactician (Commander)
  Requirements:  Teach 50%, 12 Organization skills from all colleges 
  120%, Completion of 24 cycles. Dedicate all POW.
  Rewards: You may immediately apply to Commander Rank of any 
  nation’s military or Commander rank of any Exclusive Military to which 
  you meet all other skill requirements. Your Heroic Command critical 
  range applies to officers below you, even if you are not commanding 
  battles they participate in.
  Compulsions: Attaining Master Tactician certification requires you 
  to also teach at the school for at least one cycle a year. Such work pays 75 
  Aquin per cycle.
  Organizational Skills
  College of Infantry and Firearms
  Combat Style (Firearms), Battlefield Awareness, Heroic Command, 
  Perception, Influence, Evade
  College of Armor and Cavalry
  Combat Style (Any Melee), Ride, Drive, Evade, Heroic Command, 
  Battlefield Awareness, Resilience
  College of Navigation and Navy
  Boating, Shiphandling, Craft, Swim, Track, Survival, Perception, 
  Battlefield Awareness, Heroic Command
  College of Cannon and Siege
  Combat Style(Any Artillery), Engineering, Mechanisms, Drive, Craft 
  (Any), Battlefield Awareness, Heroic Command
  
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  College of Scouting and Espionage
  Stealth, Perception, Disguise, Sleight, Influence, Insight, Evade, 
  Track, Survival, Streetwise, Seduction, Culture (Any), Persistence
  Current Divisions and Commanders
  College of Infantry and Firearms
   
  The Badger in the Iron Claws - An unnamed prisoner 
  discovered in the depths of Palisade Prison during the revolution, this 
  badger is known as ‘Iron Claws’ for the paw encapsulating manacles 
  welded to him. For unknown reasons, he refuses to speak to anyone 
  except his long-time cell mate, Alexandre Dauger, a weasel criminal who 
  turned his life around after meeting Iron Claws and being freed from 
  prison. Alexandre ‘translates’ for Iron Claws, sharing his opinions and 
  tactical strategies. The two fought together against the Civitans during 
  the Assault on St. Cyrien. According to Alexandre, Iron Claws had no 
  idea what had been hidden beneath the Academy.
  College of Armor and Cavalry
   
  Franz Kozietulski - A Shrew hussar from the Rivermark and 
  professional Avian trainer. Franz sees cavalry as a lost art, with the 
  firearm dominating army strategy. Kozietulski has focused on adapting 
  cavalry to this new dynamic, focusing on light cavalry, able to sweep 
  over infantry must faster than classic heavy cavalry.
  College of Navigation and Navy
   
  Camila Ivara - Daugther of Miguel Ivara, Camila continues the 
  Ivara’s naval lineage. Like her father, Camila is an expert in boarding 
  actions and ship-to-ship combat, teaching Captains how to use their 
  crew’s strength to overcome ship-of-the-line barrage style warfare and 
  even the fight with close quarters fighting.
  College of Cannon and Siege
   
  Seshata - A Leopard from Khonshu, Seshata was selected by the 
  Scyzantine Sultan to represent the nation at St. Cyrien after the Aqui-
  Scyzantine alliance was cemented. As a master of siege warfare, Seshata 
  designed many of the modern cannons used in the southern and eastern 
  regions of the world. Coming from an architecture and engineering 
  background, she teaches pinpoint precision and effective sapping 
  techniques to combat engineers.
  
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  College of Scouting and Espionage
   
  Sidney Page - A self-taught investigator and expert spy, Sidney 
  is a Beagle that hails from the Protectorate of Axony. Although often 
  missing from school grounds, Page’s extensive experience as a crime 
  sleuth provides him a unique perspective on the tactics of Scouts and 
  Espionage. Detailing how many murderers and spies are caught, Sidney 
  teaches scouts how to cover their tracks and stay alive.
  Common Missions/Plot Threads
  Beneath the School - What did the Experts find beneath the school? 
  Why is Aquitar so willing to let foreign enemies train along side their 
  own tacticians? Whatever is or was down there must have been amazing, 
  or terrible.
  House Rivalry - So many cultures and national tensions can result 
  in healthy, or unhealthy competition. Most students join the College of 
  their nation to feel more ‘at home’ while in class. This separation creates 
  a great deal of rivalry that is just waiting to erupt.
  
  115
  Underming Inc.
  Exclusive Technology
  Aquitar’s answer to Venture Company and Federwerk Industries. 
  Undermining Incorporated is famous for its ‘outside the box’ style 
  thinking. Its advancements today include Underground housing, 
  Submersible ships and alternative weapon propellants. UI is seen as 
  something of a laughing stock amongst the more Respected scientific 
  development firms for its development process but its results are nothing 
  to be ignored.
  Key Facets of Undermining Inc.
  Jean Cavernson
  Owner and Founder of Undermining Inc., This enterprising 
  Gopher built the company from nothing in just under 5 years, officially 
  displaying his first company project, the Potato Gun, in  1807.
  Potato Gun
  This less than lethal weapon became popular with Riot Control 
  during Plague outbreaks, as well as recreational entertainment. The 
  basic hydraulic principals behind the device however, caught the eye 
  of financial backers, who set UI to work designing more practical 
  applications.
  Bleu Septembre
  More advanced air hydraulics were produced which led to the 
  construction of the Bleu Septembre, a submersible ship, able to avoid 
  enemy blockades and launch attacks without detection. This project 
  truly placed Undermining Inc on the world stage and while the idea 
  of a submersible ship seemed a fanciful machine out of legend, the 
  Septembre has proved its effectiveness in skirmishes with the Ribenguan 
  navy half a dozen times, easily outclassing their best battleships.
  Bumbling Blaireau
  Following on from their submersible success, UI designed the 
  Blaireau a digging vehicle, designed to carve out tunnels either for 
  excavation purposes or for military tunneling, to dig under castle walls. 
  Nicknamed the Bumbling Blaireau, the prototype was working for less 
  than ten minutes when it breached a sea wall. Never intended to be 
  introduced to water, the vehicle was crushed by the pressure.
  
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  Under-Housing™
  In need of a new breakthrough, Cavernson and his company 
  continued with their minds on the ground. Using their hydraulic 
  technology to cycle air through underground mines and caves, they 
  were able to begin excavating safely, without the worry of toxic fumes. 
  Their air recycling worked so well, they were able to make comfortable, 
  affordable, underground housing so that nearly any citizen could own 
  a decent sized property. The system was approved for a test run in 
  1811 and after the entire block under Palisade’s luxurious Concorde 
  Park was sold, A dozen more Under-Housing blocks were constructed, 
  several outside of Palisade, in other crowded Aquitaran cities. While 
  the Bleu Septembre is Undermining Inc’s more famous development, 
  Under-Housing has done more for the lower class than any other city 
  development since the development of the sewer system.
  Ranks
  Applicant (Recruit)
  Requirements: Undermining Inc requires a lot of employees, mostly 
  laborers to keep its construction projects going. Any menial worker can 
  find employment at the company.
  Intern/Matelot (Private)
  Requirements - An Internship at one of UI’s construction sites, 
  or signing on as a Matelot aboard the Bleu Septembre requires a 
  Mechanism and Engineering skill of 30%. Signing up for the Bleu 
  Septembre also requires the honorable completion of a two year stint in 
  the Aquitaran Navy.
  Rewards - Placement in either an Internship or a position aboard the 
  Bleu Septembre once placed in either career path, cannot change to the 
  other. Interns make no money but have their room and board paid for in 
  a UI Under-Housing complex. Matelots make 10 Aquin a month.
  Compulsions - Undermining Inc is a business, competency matters 
  over political opinion or actions outside of work. Aboard the Bleu 
  Septembre, the ship operates in 2 month cycles, switching out crew in 
  the Aquitaran Multinsular islands at the end of two months. providing 
  two months of vacation (unpaid of course) for sailors.
  Lab Technician/Ensign (Sergeant)
  Requirements - Successful completion of a one year Internship 
  allows the Intern to apply for a Lab Technician position. An Intern must 
  show Mechanism, Engineering and at least 1 other skill at 50% and 
  have presented an effective design to their superiors. Those who have 
  completed the officer’s training at St. Cyrien Academy are automatically 
  accepted as an Ensign aboard the Bleu Septembre. Matalots may follow 
  an accelerated officer’s program in the Multinsular isles during 
  their off-cycles displaying Mechanism, Engineering and Heroic 
  Command to 50%.
  
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  Rewards - A monthly stipend for Lab Technicians of 25 Aquin and 
  10 Aquin for each effective design submitted. Ensigns receive a 50 Aquin 
  stipend.
  Compulsions - Poor design work, or a lack of submitted designs 
  might see the demotion of a Lab Tech. Ensigns must relay the commands 
  of their superiors to their non-commissioned subordinates. Ensigns 
  follow the same two month cycle as Matalots.
  Project Lead/Submersible Captain (Officer)
  Requirements - Promotion to Project Lead requires Mechanism, 
  Engineering and two other organizational skills at 80%. The Captain of 
  the Bleu Septembre must increase their Mechanism, Engineering, Heroic 
  Command and Shiphandling to 75%.
  Rewards - Direct control of project selection and a workshop 
  and increased stipend of 100 Aquin, with a continual 200 Aquin for 
  completed projects by Project Leads. The Ship’s Captain has direct 
  tactical control over the submersible able to determine what actions she 
  will undertake.
  Compulsions - Undermining Inc is driven by profit. Projects that are 
  unmarketable, or simply don’t work is lost revenue for the stockholders. 
  Project Leads should avoid such pitfalls and build a team that can bring 
  important innovations to the people. The Captain of the Bleu Septembre 
  and his actions are watched by the Emperor and the high command. 
  Veritably the flag ship of the Aquitaran Navy, any embarrassment caused 
  by the ship reflects both on Undermining and on the nation as a whole.
  Chief Executive Officer (Commander)
  Requirements: Jean Cavernson is young, ambitious and to quote 
  his last keynote address ‘Just getting started!’ Of course, as UI is a 
  publicly traded company, the board of directors could drop him any 
  moment (and then regret it a few years later and re-hire him). To get this 
  prestigious position you’d have to prove more valuable to the company 
  and its shareholders than Cavernson is.
  Rewards: A stipend of 1,000 Aquin a month, Basic direction of the 
  company and choice of projects the company will pursue.
  Compulsions: Keeping this Job will be as difficult as it was to get 
  Cavernson out in the first place. The shareholders will be watching your 
  every move, especially when it comes time for the payment of dividends.
  Organizational Skills
  Swim, Commerce, Engineering, Mechanisms, Shiphandling
  
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  Current Divisions and Commanders
  Under-Housing Complex 01, Palisade, Aquitar - The first Under-
  Housing project is now home to nearly two hundred Aquitarans, with 
  Complexes 02-05 Home to over a thousand. Undermining Inc moved 
  its headquarters underground into 01 after underground living became 
  fashionable with the upper class, leaving the lower class to live on the 
  surface.
   
  Jean Cavernson - A completely unknown gopher until his 
  company debuted its first project. Cavernson has been an elusive CEO, 
  mainly speaking enthusiastically during press conferences and then 
  disappearing back into the lab.
  ‘They say great science is built on the shoulders of giants - not here. At 
  Undermining Inc. we do all our science from scratch; no paw holding.’
  Taheete, Aquitaran Multinsula - The dockyards of Taheete are 
  home to the largest portion of the Aquitaran Navy, just ahead of the Ste. 
  Tortuge flotilla in the Aquitaran Antilles.
   
  Captain Ral Doré - A Badger naval officer before being assigned 
  to the launch of the Bleu Septembre, Ral works in conjunction with the 
  Colonial Forces in the Zealic Ocean to keep Aquitar in control of the 
  major trade routes. Ral Doré is often called a pirate by Eastern nations 
  but his a hero in Aquitar.
  Common Missions/Plot Threads
  Silent Running - With the loss of large sections of mainland 
  Eutheria, Aquitar’s colonies are where their power lies now. Keeping 
  control of these areas is up to the navy and more importantly, the Bleu 
  Septembre.  You never know when the ship will be sent into a dangerous 
  area, outnumbered and their only advantage is stealth.
  Dig Too Deep - Undermining Inc has Under-Housing projects in 
  nearly a dozen cities now but was mammal truly meant to dig so far 
  beneath the earth? Who knows what some poor excavator may find 
  while clearing a new tunnel. Will the workers be able to stop a horrible 
  exomorph incursion AND stay on schedule and under budget for their 
  construction?
  Testing Science - You never know what new project you’ll be 
  assigned when you go to work at Undermining Inc, or worse, if you’ll be 
  assigned to test a prototype. Don’t just cross your fingers and hope the 
  ground crew knows what they’re doing. You’ll have to keep the project 
  from failing and make sure it is a financial success.
  
  119
  The Civitan Trade Alliance
  Recent History
  After increasing paranoia came to a head following the Aqui-Civitas 
  War, many of the independent city-states along the Mare-Civitas, the 
  main body of water along the southern edge of Eutheria, went into 
  extreme isolation, out of fear of absorption into bigger nations. Several 
  of the remaining, open nations set about through subterfuge to reunite 
  the city-states.  Beginning as a number of smaller trade agreements, these 
  were eventually joined together through clauses buried deep in their 
  contracts. The resulting Civitan Trade Alliance is still relatively unstable, 
  with the numerous Doges or Dukes of the city-states never able to agree 
  on anything but they are at least trading again.
  People of the Nation
  Capybara
  Indigenous to the southern areas of the continent of Vespuccia, 
  Capybara were the first people to meet the colonizing Civitans. At that 
  time they were nearly extinct, hunted and enslaved by the Jaguero, the 
  dominant empire of southern Vespuccia. Since that time the Capybara 
  have allied with the Civitans and fought back against their oppressors. 
  While most remain in and around New Muriccio, some have emigrated 
  to other city-states, often working as merchant marines, protecting trade 
  vessels, to make their way.
  
  120
  Chipmunks
  Native to the city of Venture and recently of the fortress at Ste. 
  Ermina. Chipmunks have been the foremost smiths and weapons 
  designers on the Mare-Civitas for centuries. Their work has been so 
  lucrative that they are capable of maintaining their own Mercenary 
  Company to defend their city, rather than simply renting soldiers to 
  protect them. This advantage makes them one of the more dominant 
  species in the Trade Alliance.
  City Mice
  The most numerous species in the Trade Alliance, city mice can 
  be found nearly anywhere. They range all the levels of society but are 
  generally seen as lower class, working menial jobs, or as ill-equipped 
  mercenaries. City Mice are also usually uncomfortable outside of cities, 
  unable to effectively defend themselves against raiding bandits, or 
  attacking armies. City Mice build their towns in easily defensible or 
  escapable locations.
  Jumping Mice
  Before the foundation of the Rodentian Empire’s capital, Muriccio, 
  on the southern coast, Jumping Mice were the only indigenous people 
  of the island of Brisica. Jumping Mice are mountain and forest dwellers, 
  living in the high altitude city of Zapus. These mice are excellent 
  athletes and hold a yearly competition to show their prowess against 
  international competitors.
  Sardan Pikas
  Jungles are the home of Sardan Pikas, particularly the jungle island 
  of Sardus, furthest Civitan island from the mainland. Pikas are excellent 
  hunters and trackers, having lived closer to nature than most of their 
  allies. Pikas often find work as guides or bounty hunters, preferring to 
  stay on the trail. More amoral Pikas also find work as hired killers or 
  military snipers.
  
  121
  The Leaping Lancers
  Military, Mercenary
  In the ancient days of Brisica, before the Rodentian Empire founded 
  its new capital on it, Zapus was the sole city on the island. For centuries, 
  Zapus’ claim to fame was the Leaping Lancer competitions. An athletics 
  and acrobatics competition with a focus on martial arts, Leaping Lancers 
  drew in competitors as far away as Vandalands and Khonshu. After the 
  foundation of Muriccio on the coast of the island, Zapus formed a militia 
  of loyal participants to keep the city free from Rodentian rule. Keeping 
  the name Leaping Lancers, the new militia kept Zapus independent and 
  eventually developed into a full mercenary group. Due to the restrictive 
  recruiting policies, the Leaping Lancers is a very small mercenary 
  company.
  Key Facets of the Leaping Lancers
  Juan Chamomile, Lead Lancer
  Still a mouseling when the Hyperian War began, Juan made a name 
  for himself after being the youngest winner of the Leaping Lancer 
  competition. Over the ten years of the Hyperian War, he rose through the 
  ranks and made a name for himself in bars and beds across the Mare-
  Civitas. After Armando Reyas, the previous commander, lost his life in 
  the Battle of Helios at the close of the war, Juan was elected the new Lead 
  Lancer.
  The Hyperian War and Zapusian Independence
  During the outset of the Hyperian War, the Leaping Lancers fought 
  on the side of their long time allies, the Civitan City-States. Due to 
  a number of legal contracts of the mercenary company, Zapus was 
  effectively a member of the coalition. Though the war had drawn on too 
  long and both sides were becoming involved in other wars, the rivalry 
  between Hyperia and Civitas brought both to the brink of destruction. 
  If not for the actions of Reyas and Chamomile, the nations would have 
  destroyed each other and left scraps for the invaders. Since the close 
  of the war, the Leaping Lancers have kept Zapus independent from 
  Civitan politics and the city out of the Trade Alliance. Leaping Lancers 
  have idealized their mercenary work, selecting jobs based on their own 
  morality and the effect on civilian populations.
  Zapusian Lance
  A light yet sturdy hybrid of the mounted lance and a throwing spear, 
  the Zapusian Lance was designed to be aerodynamic increasing the 
  terminal velocity of a jumper. Though it was designed centuries ago at 
  the inception of the Leaping Lancer competitions, the Zapusians are sure 
  its design is as effective as they claim.
  
  122
  Leaping Lancer Competitions
  A martial arts competition that brings in competitors from around 
  the world. It is held yearly in Zapus, bringing in an amazing revenue to 
  the tiny city and a fresh crop of candidates for the mercenary company. 
  Winners, in addition to collecting a cash prize and a Zapusian Lance, are 
  invited to become members of the Leaping Lancers. Scouts in the crowd 
  may also select other competitors who have potential.
  Organizational Structure
  Leaping Lancers work in small units called bands. While superiors 
  set basic policy for all Leaping Lancers, each Lancer can take his own 
  mercenary contracts and after showing enough skill, can build their own 
  bands. Part of displaying the ability to run your own band is taking one 
  or two athletes training for the competition under your wing and helping 
  them develop their skills.
  White Roses
  An affectation of Juan’s time in Hyperia that became popular with 
  all lancers, the white rose is left by modern lancers on the battlefield and 
  in the bedroom. The flower represents justice and purity to the Leaping 
  Lancers and a sign of their committal to a mercenary contract but the 
  opposite to the lady of the house. Soldiers and husbands dread finding 
  a white rose, forever keeping their eyes to the sky after discovering one.
  Ranks
  Competitor (Recruit)
  Requirements - Grow up in the city of Zapus and train as a lancer 
  your entire life, or compete in the yearly athletics competition. Anyone 
  who enters may call themselves a ‘Leaping Lancer’.
  Lancer (Private)
  Requirements - Winning the Leaping Lancer competition, or 
  performing well enough to be scouted allows entrance into the 
  mercenary company. Getting past the preliminaries requires showing 
  Acrobatics and Athletics skills of at least 30%. Dedicate at least 1 POW to 
  the Leaping Lancers.
  Rewards - A Zapusian Lance to all Privates and a cash prize of 100 
  gold to the winner of the competition.
  Compulsions - A Leaping Lancer should always put fame and the 
  adoration of crowds, before getting paid. 10% of all mercenary contract 
  pay must be sent on to the Commander.
  
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  Trainer (Sergeant)
  Requirements - Raise Acrobatics, Athletics, 1H Spear or 1H Spear 
  & Shield Combat Style and at least 2 other organizational skills to 50%. 
  Dedicate 3 POW.
  Rewards - Two Lancer trainees (Underlings) who you help develop 
  into full Leaping Lancers.
   
  Compulsions - Your trainees are not your personal bodyguards, 
  treat them as students, not soldiers. Put enough time into developing 
  their skills so that they can eventually rise through the ranks like you. 
  10% of all mercenary contract pay must be sent on to the Commander.
  Band Leader (Officer)
  Requirements - Seduce at least one noble’s daughter or wife, 
  following in the path of Juan Chamomile. If seduction is not your forte, 
  find another way to win the hearts of the lower class (buying a lot of 
  rounds at the local tavern is a good start). Dedicate at least 8 POW.
  Rewards - When determining your influence among nations and any 
  organization, combine your POW and Leaping Lancer Dedicated POW 
  for any appropriate skill scores. Your Trainees are no longer available, as 
  they have gone off to compete; but you can no begin recruiting your own 
  micro-band of Leaping Lancers. Lancers work in small groups of 5-10.
  Compulsions - Take care of your fledgling band, take missions and 
  contracts of high moral standing. Leaping Lancers represent the best 
  of the best. Stand tall and never sully the name. 10% of all mercenary 
  contract pay must be sent on to the Commander.
  Lead Lancer (Commander)
  Requirements - While there is currently no room at the top, when a 
  vacancy comes up each band leader casts a vote for a new commander. 
  The Commander must have his own band and have won the Leaping 
  Lancer competition at least once (rather than simply have been scouted).
  Rewards - The Targe MkII, this Hyperian designed shield is the 
  mark of the Commander in the Leaping Lancers. 10% of all Leaping 
  Lancer income comes to the Commander to maintain their facilities and 
  the city of Zapus. The Targe MkII is a Hoplite Shield that may be used to 
  attack as a free CA during Striking Leap and gains all the bonuses.
  Compulsions - A bit of hero worship occurs amongst lancers 
  and their commander, they will follow you and mimic your quirks 
  and habits but the ideal of the heroic and just mercenary must still be 
  upheld. Additionally, each year the Commander must preside over 
  the competition and present the winner with his winnings (from the 
  Commander’s own pocket).
  
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  Organizational Skills
  Athletics, Evade, Influence, Acrobatics, Seduction, Streetwise, Survival, 
  1H Spear & Shield Combat Style, 1H Spear Combat Style
  Current Divisions and Commanders
  Band of the White Rose and Zapus High Command - The Band 
  of the White Rose is the current ruling band of Lancers and maintains 
  Zapus High Command, the tower fortress in the mountainside of Brisica. 
  The Band is famous across the world for its expertise in battle and in 
  swaying the people they fight for.
   
  Juan Chamomile of Brisica, The White Rose - Juan is a 
  charismatic Jumping Mouse, who has always shown passion for his 
  ideals and for women of war-torn Eutheria. This habit has placed him on 
  the enemies list of many nobles and monarchs. His love affair with Tetra, 
  the daughter of the Tyrant of Hyperia shocked many Eutherians.
  Band of the Flying Partizan - A multi-species Band, the Flying 
  Partizan takes on underdog contracts, seeking to help revolutions in 
  infancy, or protecting small villages from bandits.
   
  Ludwig von Jeney - The gerbil commander of the Flying 
  Partizan, Jeney once fought as part of the Dishonor Guard against the 
  Knights Bubonic, seeking to return their lands to the rule of the Kaiser 
  of the Vandals. While mostly unsuccessful, when the Dishonor Guard 
  was folded into the State Army, Ludwig took his ideals with him to the 
  Leaping Lancers, winning the athletics competition against more famous 
  athletes and eventually founding his own mercenary band.
  Common Missions/Plot Threads
  Mercenary Contracts - Many requests come to the Leaping Lancers 
  but is each contract appropriate for the Lancers? Judging each contract 
  by its moral caliber is important to remaining a Leaping Lancer.
  Prison Break - Lancers have a penchant for getting into trouble with 
  city guards, or cuckolded nobles. Getting fellow Lancers out of prison is 
  a common task for trainees. Just don’t kill anyone that doesn't deserve it.
  
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  Sons of Sardus
  Military, Mercenary
  A mercenari group that is known for its fierce fighting style and 
  expertise in scouting, tracking and jungle warfare. Hailing from the 
  jungle island of Sardus, Sardan Trackers work independently and 
  usually take contracts to hunt criminals or to find missing persons. Some 
  are even hired as navigators or guides for their pathfinding skill. It is not 
  uncommon to find Sardans attached to Civitan Marine squads during 
  combat in unfamiliar terrain, or even hired by foreign militaries fighting 
  abroad.
  Key Facets of Sons of Sardus
  Emmanuel Sardus
  Descendant of Prolagus Sardus, Emmanuel is fresh to his work 
  as Head Tracker. The disappearance of his brother Enrique, only a few 
  years ago, still weighs heavily upon him. Their father, Victor Sardus, 
  had still been Head Tracker and the brothers had rarely taken contracts. 
  The two decided to divide up a series of contracts and in a quirk of 
  fate, his brother went to Vespuccia while Emmanuel went to Khonshu. 
  Emmanuel devotes a large portion of his time to investigating his 
  brother’s disappearance and similar cases, swearing to ensure better 
  safety to his mercenaries.
  Origin of the Sons of Sardus
  The heads of the organization trace their lineage back to Prolagus 
  Sardus, the Rodentian hunter who tracked down and rescued Emperor 
  Flavius’ son from Hyperian bandits. As reward for his service, Prolagus 
  was gifted an island on the far edge of the Rodentian Empire. The jungle 
  island was uninhabited and, supposedly, the creatures that lived there 
  were horrible monsters. Sardus spent a number of years exploring the 
  island and hunting the creatures that lived there. Eventually he settled 
  along the northern coast, founding a small port town that would 
  become Sardus City. The Sons of Sardus were originally the hunters that 
  protected farmers and merchants as they explored the island seeking out 
  the indigenous crops for export. Eventually their skill was learned of in 
  the outside world and they formed an actual organization to represent 
  them and get work.
  Individual Mercenaries
  As more feet on the ground make it harder to follow tracks, Sardan 
  Trackers work alone or, at most, in pairs. This arrangement provides a 
  large monetary gain from completing contracts but Trackers, while 
  expert hunters, are no elite warriors. They are never hired as bodyguards 
  or infantry. The Sons of Sardus only come together to vote or discuss 
  
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  policy. In such meetings each Sardan Tracker has equal say: one knife, 
  one vote. For the duration of a meeting they take up residence in a bar 
  or other local establishment and vote by stabbing their knives into the 
  tables. You can easily pick out a tracker hangout by the pockmarks in the 
  tables.
  Condottieri Accords
  Forced into law by Doge Felix Doria of Sardus, the Condottieri 
  Accords are named after his son. Condottieri Doria was killed during 
  the occupation of Sardus City by Civitan mercenaries working for the 
  Aquitarans. The Condottieri Accords are required  by all mercenaries 
  seeking employment in the Trade Alliance. By signing the Condottieri 
  Accords, a mercenary agrees to only fight for The Civitan Trade Alliance 
  or her current allies. A mercenary agrees never to attack civilians, except 
  in self defense. A mercenary agrees to commit no other crimes under the 
  laws of the nation they fight for, under increased penalty of death or life 
  imprisonment. The actions of any contract signer are held accountable by 
  their fellow signers, if the mercenary is dead before convicted, or if their 
  fellow signers cover for the criminal activities, actively or by omission. 
  As many Sardans were abused or killed during the occupation of Sardus 
  City, the mercenaries of the island take the Accords very seriously.
  Skills outside of Mercenary Work
  When not fighting in wars, the Sardan Trackers find employment in 
  exploration and pathfinding, or working as bounty hunters. The majority 
  of the Sons of Sardus’ income actually comes from this non-military 
  work.
  Rank
  Citizen (Recruit)
  Requirements: While most Sons of Sardus are Sardan Pikas, other 
  species that have emigrated to the island also call themselves Sardans 
  and are free to join the mercenary group.
  Scout(Private)
  Requirements: Any 4 Organizational Skills at 30%, Must be a citizen 
  of Sardus and sign the Condottieri Accords. Dedicate 1 POW
  Rewards: A Sardan Knife, a blade somewhere between a machete 
  and a skinning tool, is the iconic weapon and symbol of a Son of Sardus. 
  It counts as a Shortsword with the Anatomical Precision Tactical passive 
  applied to it (despite being a medium weapon and having no medical 
  training). You may also take mercenary contracts through a Sardan 
  intermediary. As a scout, you may only take scouting or exploration 
  contracts, no Scouts may be signed on for the purposes of fighting.
  
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  Compulsions: Every Sardan mercenary must follow the Accords, 
  no group takes the rules written down in it more seriously. Even if the 
  law does not string you up for violating it, the Sardans will. To take 
  mercenary contracts through a Sons of Sardus intermediary, a mercenary 
  must show their Sardan Knife as proof of membership.
  Hunter (Sergeant)
  Requirements:  Any 4 Organizational Skills at 50%. Complete at 
  least 5 Scouting contracts. This allows you to take a bounty contract 
  through an intermediary. Completing your first bounty promotes you to 
  the rank of Hunter. Dedicate 4 POW.
  Rewards: A compass is presented to Hunters, as they have shown 
  their skill of trekking the world with only their guile. The compass in 
  addition to determining cardinal directions, provides +10% to Track 
  or Survival for pathfinding and navigation. You may now take bounty 
  hunting contracts and other combat oriented contracts, expanding your 
  selection. An increase in the danger pay you receive is given from such 
  contracts.
  Compulsions: Hunters have the same compulsions as Scouts, 
  additionally, they are expected to appear at meetings at least once a year, 
  usually the first day of June.
  Tracker (Officer)
  Requirements: Any 8 Organizational Skills at 75%. Complete at 
  least 5 Bounty contracts. This allows you to take an extraction contract 
  through an intermediary. Completing your first extraction contract 
  promotes you to the rank of Tracker. Dedicate 8 POW
  Rewards: Camouflage fabric is gifted to trackers to craft stealthy 
  clothing. Clothing made out of camouflage fabric provides +20% Stealth. 
  You may now take rescue and extraction missions. While most nations 
  allow bounty hunters to cross their borders to seek out criminals, 
  mercenaries seeking to rescue kidnapping victims or extract spies caught 
  behind enemy lines are less likely to be allowed across borders. For this 
  reason such contracts are available only to highly trained Sons of Sardus.
  Compulsions:  Trackers have the same compulsions as Hunters, 
  additionally it is the task of Trackers to hunt down violators of the 
  Condottieri Accords for the Trade Alliance. A number of Trackers are 
  often simply ‘on call’ for this sort of work and paid a stipend of 25 Gold 
  Murin a month for not taking any other mercenary work. A 100 Gold 
  Murin reward is given for the successful live capture of violators.
  Head Tracker (Commander)
  Requirements: The Head Tracker is re-elected each year at the height 
  of summer on the first day of June. Unless events have been extremely 
  unfavorable, the Head Tracker runs uncontested and receives 
  
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  little or no ‘nay’ votes. When a new Head Tracker is required, the 
  mercenaries of the Tracker rank nominate candidates and then they are 
  voted on immediately.
  Rewards: Sons of Sardus are very easy going when around each 
  other, as the Head Tracker you find it easy to get others to do things for 
  you, add your influence critical range to Duty rolls for political favors 
  even if you don’t have the Cult of Personality Tactical Passive. If you do 
  have the passive, receive double your influence critical range, or add 
  your influence critical range to the bonus from seduction or courtesy.
  Compulsions: The Head Tracker is a representative of the Sons of 
  Sardus and has the voting power of a Doge in the Trade Alliance, despite 
  having no city-state to rule. In addition to acting on behalf of the Sardan 
  Trackers in this political manner, it is also the duty of the Head Tracker 
  to solve internal disputes and cast tie breaking votes in internal meetings 
  (otherwise the Head Tracker does not vote, merely presiding over 
  meetings).
  Organizational Skills
  Survival, Streetwise, First Aid, Track, Athletics, Insight, Perception, Lore 
  (Any Ecological Biome), Any Small or Medium Size Combat Style
  Current Divisions and Commanders
  Sardus City - The closest thing the Sons of Sardus have to a 
  headquarters are the local establishments of Sardus City. Any meetings 
  held as a group simply select a bar or eatery and occupy it for a few 
  hours while discussing their issues and grievances.
   
  Emmanuel Sardus - Part union leader, part spokesman, the 
  Head Tracker ensures contracted mercenaries are paid well and follow 
  the Condottieri Accords. It is also the Head Tracker’s responsibility to 
  settle disputes between trackers. Emmanuel has no real power over other 
  Sons of Sardus though, he cannot give them orders or deny them work.
  Common Missions/Plot Threads
  Discovery - Sardan pathfinding lends itself well to acting as a guide 
  to scholars hoping to discover a lost city, or a new species. Sons of Sardus 
  may not be able to fend of armies of soldiers but they can keep such 
  contractors safe from eating the wrong plants or walking off a cliff.
  According to Sardus - Hunting down a familiar face is a horrible 
  task but the Condottieri Accords are the highest law for mercenaries. 
  Sardans know this all too well and if your target is another Son of 
  Sardus, your work will be cut out for you.
  
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  Venture Company
  Mercenary, Exclusive Technology
  One of the early proponents of the Mercenari military system in the 
  Civitan City-States, Venture Company is a mercenary group from the 
  city of the same name. For many years Venture Company was similar 
  to any other mercenary groups but as firearms became prominent in 
  Eutherian warfare, Venture’s more learned citizens became skilled in 
  firearms design and manufacture. This influx of quality firearms resulted 
  in Venture becoming the forerunners of most weapons technology and 
  their mercenaries became equipped with top of the line weapons.
  Key Facets of Venture Company
  Doge Tamias
  The current Doge, or Duke, of the city and company of Venture, 
  Tamias has become an expert in a number of fields. Acting as one of the 
  three lead members of the Trade Alliance, Tamias has worked heavily in 
  his autumn years, traveling back and forth across the Lemurian Ocean 
  to keep the foundling government in one piece. He has had little time of 
  late to work on his passion, weapons design.
  Fort Ste Ermina
  Originally a City-Fortress of the Knights Fusilier, an order of knights 
  who used captured Scyzantine firearms in the 2nd Crusade, Fort Ste. 
  Ermina was captured by Venture Company after bandits attacked the 
  city of Venture from the stronghold. Since 1775, the Venturans have held 
  the city against any assault, even against armies that far outnumber the 
  defenders.
  Panzardi Speciale
  The successful defense of both Venture and Ste. Ermina is due to the 
  weapons developed by Venturan engineers. A focus on heavy weapons 
  and siege weapon alternatives has lead to their most famous design, the 
  Panzardi Speciale, a wheel mounted machine gun. Easily Operated by 
  two people, the Panzardi Speciale can put out more ammunition than an 
  entire squad of soldiers with regular firearms of the era.
  Marine Assault Vehicle
  Also known as a MAV, the Marine Assault Vehicle is a small 
  steamship designed for amphibious deployment of soldiers, able 
  to traverse seas and land, the MAV is a recent development of the 
  Venturans in a joint project with Federwerk. The MAV solves a number 
  of issues for the sea-based nation, allowing troops to assault island-based 
  targets without needing to use docks, or rowboats to land.
  
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  Joint Federwerk-Venture Projects
  During the Aqui-Civitas War, Doge Tamias saw a chance to cement 
  an alliance with Federwerk Industries, a Vandal weapons development 
  firm. These two companies began designing joint projects, using 
  technologies from both groups to create better weapons. This political 
  arrangement has led to Venture Company further testing the waters of 
  the political landscape and arranging other alliances, including being key 
  in the foundation of the Trade Alliance.
  Ranks
  Independent Mercenary (Recruit)
  Requirements: Mercenaries from other companies often find 
  employment in specialized capacities in Venture Company. As Venture 
  knows its strength and weakness, they will augment their forces with 
  other specialists, such as hiring Sons of Sardus as scouts or Leaping 
  Lancers as storm-troops. For some, this is a foot in the door for the most 
  successful mercenary group.
  Mechanic (Private)
  Requirements: Showing a Mechanisms, Craft(Firearms or Artillery) 
  and Engineering skill of 30% is the minimum requirements to be hired 
  by Venture Company. Dedicate 1 POW to the Company upon hire.
  Rewards: Mechanics receive 1 Gold Murin monthly along with room 
  and board in Venture or Fort Ste. Ermina.
  Compulsions: Mechanics manufacture and repair the weapons of 
  Venturan Mercenari. These employees keep the guns firing. Mechanics 
  are not true mercenaries and are not allowed to take contracts or fight, 
  except in defense of the city or fort.
  Engineer (Sergeant)
  Requirements: Raising your Mechanisms, Engineering, Craft 
  (Firearms or Artillery) and Drive Skill to 50% and dedicating 4 POW 
  allows a Mechanic to receive a promotion to Engineer.
  Rewards: Engineers handle the daily operations of Fort Ste Ermina 
  and Venture city-state, receiving 5 Gold Murin monthly. Additionally, 
  Engineers can sign up as limited Mercenaries to operate MAVs in battle.
  Compulsions: Mishandling of daily operations can see a demotion 
  for an Engineer or expulsion from Venturan lands. As limited 
  mercenaries, Engineers are not allowed to operate weapons and receive 
  only 20% of the contract fees (taken from the Mercenari’s 90%).
  
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  Venturan Mercenari (Officer)
  Requirements: A 75% skill in Mechanisms, Firearms or Artillery 
  Combat Style and Commerce shows an Engineer is ready to become a 
  Mercenari and fight for Venture. Dedicating 8 POW and signing the 
  Condottieri Accords, for the restricted behaviors of a mercenary, allows 
  promotion to this rank.
  Rewards: Venturans operate in teams of two and if you did not have 
  a Squad Mate from Exemplarism, you are matched up with another 
  Mercenari as your Squad Mate. Additionally a Panzardi Speciale or 
  Venturan Mortar is provided for your use when fulfilling contracts 
  assigned to you by the Doge. In small situations only one or two weapon 
  teams may be sent to fulfill a contract but in times of war dozens of 
  squads will be assigned to a contract. You and your Squad Mate split 
  90% of the contract’s fees for your own use and to pay for the repairs to 
  your equipment. The last 10% is given to the Company itself to manage 
  upkeep of its holdings.
  Compulsions: Following the Condottieri Accords is important to 
  Venture, this newly formed agreement in the Trade Alliance has been 
  signed by most minor mercenary companies, as well as the Sons of 
  Sardus and Venture Company (The Leaping Lancers are a rebellious 
  holdout). By signing the Condottieri Accords, a mercenary agrees to only 
  fight for The Civitan Trade Alliance or her current allies. A mercenary 
  agrees never to attack civilians except in self-defense. A mercenary 
  agrees to commit no other crimes under the laws of the nation they fight 
  for, under increased penalty of death or life imprisonment. The actions 
  of any contract signer are held accountable by their fellow signers if the 
  mercenary is dead before convicted, or if their fellow signers cover for 
  the criminal activities, active or by omission.
  Doge of Venture (Commander)
  Requirements: Tamias has entered his autumn years and has gone 
  on his last mission. He is currently seeking a successor to take over after 
  he leaves this world. He has a number of Mercenari in mind but none 
  have yet to make a legitimate case. The Doge is looking for someone not 
  only of high engineering and mechanical skill but a born diplomat who 
  has loyalty to the company, that will not run the group into the ground 
  after he is gone.
  Rewards: The Doge is the ruler of both the city of Venture, the Fort 
  at Ste. Ermina and a mercenary company. While the monetary flow alone 
  makes such a commander a powerful person, the control of weapon 
  designs, several thousand mercenaries and two cities makes the Doge 
  one of the three most powerful leaders in the Civitan Trade Alliance, 
  alongside the Governor of New Muriccio and the Doge of Muriccio.
  Compulsions: The political webs that exist between the city states 
  must be carefully managed, the young government of the Trade Alliance 
  could collapse due to any mismanagement by its charismatic 
  leaders.
  
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  Organizational Skills
  Craft (Firearms or Artillery), Mechanisms, Engineering, Commerce, 
  Combat Style (Firearms or Artillery), Drive
  Current Divisions and Commanders
  Fort Ste. Ermina, Civitas - The primary stronghold of the Venturan 
  mercenaries, this fortress was attacked almost a dozen times during 
  the Aqui-Civitas War and the besiegers were repelled each time. With 
  the open terrain surrounding the fortress, the Venturan guns were able 
  to zero in on key sections of enemy forces from nearly a mile away. 
  Combined with a well kept farm within the castle walls, the fort is nearly 
  siege proof.
   
  Capitaine Rufus - A newly promoted chipmunk, Rufus was 
  born in Fort Ste Ermina but left early to join a mercenary group. After 
  spending half a dozen years abroad, he returned home to join Venture 
  Company and quickly rose through the ranks.
  Venture, Civitas - Nestled in a river valley not far from the coast, 
  Venture has relied on mercenaries to defend its vulnerable position for 
  years. But with the quarries and mines throughout the valley, Venture 
  has fortified the area, setting up weapon teams in key positions along the 
  hillsides to keep the passage into the city defensible.
   
  Doge Tamias - An aging veteran, Tamias has fought in hundreds 
  of battles. As his time on the battlefield has come to an end, he has 
  retired to his home town and left younger chipmunks to make war.
  Common Missions/Plot Threads
  Marine Assault - With the majority of Civitas being small islands, 
  many battles occur on them that require MAVs. Picking the right assault 
  point can be as key to success as anything that happens after landing. 
  MAVs are partially armored but not enough to survive direct cannon fire.
  Soldier of Fortune - The Condottieri Accords can tie a mercenaries 
  hands but the consequences are severe. If your fellow mercenaries are 
  breaking the rules, as a contract signer you are responsible for their 
  actions unless you bring them to justice. Do you reveal their injustice or 
  cover for your brothers in arms?
  Weapons of War - The weapon designers of Venture Company 
  are always coming up with something new and sometimes its the new 
  mechanic’s job to test it out. Lucky for you the death rate for weapon 
  testers is only 1 in 4, those are good odds!
  
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  The Sultanate of Scyzantium 
  Recent History
  At the turn of the century, the Sultanate sought to expand the 
  territories of the nation. Seeking to obtain a port with access to the 
  Lemurian Ocean, the Vizier found an Ally for the campaign in Aquitar. 
  His correspondence to the Emperor never revealed the failing mind of 
  the ruler and an alliance was struck, sparking the Aqui-Civitas War and 
  the Hyper-Scyzantine Wars. Although Aquitar was nearly destroyed, 
  the Vizier deployed assassins to disrupt Aquitar’s opponents. The 
  military power of Civitas thus distracted, Hyperia became Scyzantium’s 
  only opponent to taking the coastal territory. The effective political 
  maneuvering of the Vizier and the adept military tactics of the Sultan, 
  elevated Scyzantium to a true power in Eutheria. With the coastal 
  territories in the Mare-Civitas and control of the Principality of Khonshu, 
  Scyzantium now controls the primary trade routes to the far east.
  People of the Nation
  Agamids
  Once the dynastic Sultans, after their overthrow by the Varanid 
  Dynasty, the Agamids became nomadic healers and scholars. The current 
  Vizier can track his lineage back to the Agamid Dynasty but shows little 
  urge to regain his power. Agamids are still scholarly today, working 
  better as the power behind the throne, whether that be for the Sultan, or 
  for merchant lords, or criminal syndicates. Agamids never seek to step 
  into the spotlight again.
  Anoles
  The Fortress Island of Adwaita is home both to the Anoles and 
  their beasts of war, the Siege Tortoises. These massive creatures have 
  long been the manner through which the small Anoles have remained 
  independent but after a disastrous siege of the city, the Anoles 
  
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  acquiesced to supplying the Sultan with their siege weapons. Anoles 
  continue today as weapons designers. Those with less inclination to such 
  work are often spies, or other dubious occupations, using their small size 
  to their advantage, able to get into places many of the larger reptilians 
  cannot.
  Chameleon
  Before the arrival of Scyzas and the thousands of escaped slaves 
  that followed him over the decades after his ‘rebellion’, the chameleons 
  were the dominant species of the deserts. They are still quite numerous 
  but their predisposition to remaining hidden keeps census takers from 
  determining the actual population. This expertise in stealth remains with 
  them today and helps them find employment as assassins or scouts. Rare 
  Chameleons have stepped away from the deserts to become merchants 
  or travel the world but deep in the southern deserts is the most likely 
  places to find them.
  Desert Monitor
  The nomadic Varanids travel in a massive circle through the desert, 
  returning to the north every few centuries. During one such pass, 
  they ousted the Agamid Dynasty and became the ruling Sultans of 
  Scyzantium. While a rare few continue their nomadic path, most have 
  become nobles or upper class merchants, ruling cities across the country. 
  Varanids can be quite anachronistic, preferring the ancient ways of their 
  people but, due to being thrust into the spot light, struggle to balance 
  their new duties with their wandering ways.
  Gecko
  Exiles from the eastern land of Bharat, the Geckos are a recent 
  addition to the population. They brought with them their small riding 
  turtles which are faster and easier to handle than the Anoles’ tortoises. 
  Gecko long rifles were also introduced to the Scyzantines at that time 
  and Geckos fulfill a cavalry role in the military. Outside of war, Geckos 
  are excellent guides and trail markers, most having ridden across the 
  desert many times over.
  Sand Lizards
  Depending on the total population of Chameleons, Sand Lizards are 
  the first or second most populous species in the Sultanate. As the tales 
  of the Hero Lizard spread across the Rodentian Empire, many escaping 
  slaves set their eyes upon the desert, following him out of the reach of 
  the mammals. They quickly became the work force of Scyzas and the 
  backbone of the Sultan’s armies. Their continued worship of Scyzas as 
  a hero and savior has kept the Sand Lizards loyal to the Sultanate even 
  though the current Sultan is of a different dynasty.
  
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  The Assassin’s Guild
  Mercenary, Exclusive Religion
  One of the oldest contiguous organizations in the world, the 
  Assassin’s Guild began their underground resistance against the 
  Rodentian Republic around 100 BF. Since the foundation of the 
  Scyzantine Sultanate, the Assassin’s Guild has found a home in the 
  Scyzantine Quarter of Lacerta, a border town between Aquitar and 
  Scyzantium on the shores of Lake Tiberias. Its agents are experts in 
  espionage and assassination, with the bulk of their number being 
  chameleons, the world’s natural stealth fighters.
  Key Facets of the Assassin’s Guild
  Hassan Kusuuf
  The title of the commander of the Assassins and the name of a 
  commander from the 8th century AF. After dying in combat against a 
  Rodentian General, Hassan’s second in command impersonated him 
  during his later, successful, assassination of General Pyctoris. The 
  rumored immortality of Hassan Kusuuf spread amongst the Assassins’ 
  enemies and lead to his name becoming the title of the leader. Each 
  commander who takes up the mantle has their name scrubbed from the 
  Guild’s records and their deeds added to those listed for Hassan Kusuuf.
  Assassination
  The Assassins are the original killers for hire but unlike common hit 
  men, the assassins follow a code of conduct that does not allow them to 
  kill without a contract. When hired in times of war, their contracts are 
  often left with blank areas to include the names of those they kill, or a 
  list counting numbers of slain. This practice never sits well with the 
  Assassins, who prefer to eliminate as few targets as possible to perform 
  their goals but their debt to the Sultanate stresses their ideals at times.
  Loyalty to the Sultanate
  Over the centuries since Scyzas stumbled out of the desert, favors 
  have been passed both ways but when the modern Varanid Sultanate 
  took power, they sheltered the Assassins from their opponents, including 
  the Eutherian Knightly Orders and ensured their survival. This debt 
  to the Sultanate has seen to the priority of any contracts that bear the 
  Sultan’s seal and a flexibility in their usual policy.
  
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  Lacerta
  Since the founding of the Sultanate, Lacerta has been the 
  headquarters of the Assassins. While the city has changed hands many 
  times over the centuries, at least a small cell of assassins has always 
  operated within the city. Today, half the city is owned by Aquitar and the 
  other half by Scyzantium. In the Scyzantine Quarter, the tunnel works 
  that lead through the Bayawak mountains to Agaminople are controlled 
  by the Assassins.
  Organizational Structure
  With Hassan Kusuuf as the commander, the Imams determine what 
  contracts each Assassin will receive and train neophytes in their basic 
  skills. Beneath the actual assassins, the neophytes are torn down from 
  their core beliefs until any point of morality or ethics could be seen from 
  any angle in their minds, until any event could be seen as simple fact. 
  ‘Nothing is Forbidden, Everything is Permitted’.
  Religious Iconography
  ‘Nothing is Forbidden, Everything is Permitted’ - The mantra of 
  the Assassins, it represents their view of the world, partly a comment 
  on morality but also on the futility of the actions of any one person. 
  Poetically, they attempt to do as little as possible to make the largest 
  changes, killing a single person or retrieving a small piece of information 
  to change the world.
  Ormaz and Ahriman - The Assassins are followers of a branch of 
  Zarath, the ancient faith of the desert before the rise of the Scyzas Hero 
  Cult. Unlike other followers of Zarath that see the balance between 
  good (Ormaz) and evil (Ahriman) as a battle of will, Assassins see it as 
  a true battle, their elimination of evil being the path to saving the world. 
  This has put them at odds with the few orthodox Zarathi who see their 
  actions as fuel for Ahriman.
  Ranks
  Recruit
  Requirements - The only public location for the Assassins is in the 
  city of Lacerta. Any citizen of Scyzantium can present themselves there 
  for indoctrination and follow the basic religious beliefs of the Assassins, 
  which are available for any reptiles.
  Neophyte (Private)
  Requirements - Possessing Stealth, Disguise and any Combat style 
  of at least 50% may catch the eye of an Imam who will seek to perform 
  full indoctrination of a recruit, taking a year to fully train them into a 
  true assassin. Dedicate at least 3 POW.
  
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  Rewards - Access to an indoctrination site, where the Neophyte will 
  learn about the world from the Assassin’s view and train to kill with 
  precision and stealth.
  Compulsions - Neophytes are not permitted to leave the site of their 
  indoctrination until the year long course is completed. Leaving before 
  this training is complete will bring down the fury of the Imams, whose 
  duty it is to slay rogue Neophytes.
  Assassin (Sergeant)
  Requirements - Training your Stealth, Disguise, Combat Style and 
  2 other organizational skills to 75% and the completion of Neophyte 
  indoctrination. Dedicate at least 5 POW.
  Rewards - A full member of the guild, Assassins may take contracts 
  selected for them by the Imams; Guild contracts pay exceedingly well. 
  Unlike Neophytes, Assassins are free to return to their lives, have access 
  to Assassin hideouts throughout the world and may succeed in political 
  favors automatically while on a guild contract. Such automatically 
  succeeded favors take their cost from the final fees paid to the Assassin.
  Compulsions - Your identity as an Assassin, the location of Guild 
  properties, or any other secrets of the guild must be kept hidden from 
  the world. Failure to safeguard the actions of the Assassins will bring 
  down the fury of the Imams, whose duty it is to slay rogue Assassins.
  Imam (Officer)
  Requirements - Twelve is a holy number to Assassins and as such, 
  the leaders of the guild always total 12, including the Hassan. When a 
  position is open amongst the Imams, an Assassin is selected by the other 
  Imams and groomed for the position. Coming into favor of a majority of 
  the Imams is an effective way to guarantee your promotion to this rank. 
  Dedicate at least 8 POW.
  Rewards - You assist in the training of neophytes and selecting 
  contracts for assassins to undertake. 25% of all contract fees is split 
  amongst the 11 Imams.
  Compulsions - You must never betray the secrets of the guild, 
  additionally, it is the duty of the Imams to hunt rogue Assassins or 
  Neophytes. If Imams betray the guild, it is solely the duty of Hassan to 
  hunt them.
  Hassan Kusuuf (Commander)
  Requirements - Each Hassan selects one of the Imams as his second 
  in command, if the Hassan should die in battle without naming an heir, 
  his second is automatically raised to commander. If the Hassan’s wounds 
  are grievous but leave time for him to name an heir, he may select one of 
  the other Imams but his opinion rarely changes after selecting his second 
  in command.
  
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  Rewards - The absolution of your previous life, whoever you were 
  before is gone, you are now Hassan Kusuuf, a 1200 year old assassin that 
  has killed thousands in his life time. Command of the Assassins is yours.
  Compulsions - Your old life is gone, If you attempt to leave your life 
  as Hassan, the assassins will remove any loose ends; friends and family; 
  and end your life as well.
  Organizational Skills
  Athletics, Evade, Insight, Perception, Persistence, Sleight, Stealth, 
  Acrobatics, Disguise, Streetwise, Survival, Track
  Current Divisions and Commanders
  Scyzantine Quarter, Lacerta - The Reptilian half of the international 
  city of Lacerta is home to numerous Assassin hideouts, the exact 
  locations are a secret of the order and the headquarters cycles randomly 
  to keep the leaders safe. Some of these hideouts are also linked into the 
  underground tunnels that cross the deserts, allowing the Assassins to 
  travel out of sight.
   
  Hassan Kusuuf - A chameleon has held the name/title of Hassan 
  Kusuuf since the original. As their old life is stricken from the records, 
  the original identity of the current leader is unknown.
  Common Missions/Plot Threads
  Spy Contracts - Some clients may only want information, or details 
  on the whereabouts of their enemies. Theft is not a speciality of Assassins 
  but stealing missives, or other strategic artifacts may fall within a Spy 
  Contract.
  Assassin Contracts - An assassin is always prepared to stain their 
  blade. Any target is viable but Assassins will refuse all but the sultan if 
  they must slay innocents, or kill indiscriminately to access their target. 
  Precision is key to the Assassin’s philosophy.
  Religious Mantra - Assassins count for the largest population of the 
  shrinking Zarathi faith. As such, they often perform missionary work, 
  or pilgrimages to the holy places of Ormaz. The unique philosophy 
  and culture of their religion also entices those that have lost their faith 
  in other religions and many new recruits are introduced to the guild 
  through this missionary work.
  
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  Fortress Adwaita
  Mercenary, Exclusive Technology
  An ancient island fortress, Adwaita has been the habitat of massive 
  tortoises and miniscule Anoles for more than a millenia. These two 
  species have lived symbiotically, working together to defend their tiny 
  island nation. In the last few centuries they joined the outside world, 
  allying with the Scyzantines and have since set to operating the siege 
  weapons of the Sultan, mounting them to the shells of the walking 
  behemoths, as the tiny lizards operate the cannons.
  Key Facets of Fortress Adwaita
  Choris al-Iguan and Seychelle
  The dual chiefs of Fortress Adwaita, each representing their species, 
  work together to run the island. Choris al-Iguan is a relatively young 
  Anole, being paired with Seychelle, the tortoise, after the death of his 
  father, Eque al-Iguan III. Before taking his position, Choris and Seychelle 
  took a journey to see the outside world and, upon their return, set in 
  place a number of reforms.
  Tortoise and Anole Symbiosis
  Anoles and Tortoises have worked symbiotically for centuries. 
  As Anole Nobles come of age, they are paired with Tortoises who 
  act both as mentors and guardians. The Tortoises inability to use tools 
  is compensated by the Anoles working the fields to grow crops and 
  building weapons, armor and structures. The tortoises act as war 
  platforms and scholars. Living upwards of three hundred years, they are 
  able to accrue vast amounts of knowledge and share it with their Anole 
  compatriots.
  Siege Weapons
  As gunpowder came over the Bayawak Mountains from Chugoku 
  and firearms supplanted bows and ballisatae, the Anoles built foundries 
  to cast large cannons known as ‘Efrits’. Designed with the strength of 
  tortoises in mind, Efrit cannons were mounted to the shells creating 
  mobile artillery. This setup allowed the Adwaitans to defend their 
  islands from the Scyzantines and Marluk Geckos for generations, able 
  to quickly move their artillery across the island to any location under 
  assault.
  Allegiance to the Sultan
  Eventually the sieges and particularly rough storms ruined the 
  crops farmed on Adwaita and unable to access food from the mainland, 
  the Adwaitans were forced to surrender to the will of the Sultan. The 
  
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  Sultan agreed to maintain food supplies for the Tortoises if they would 
  swear allegiance to Scyzantium and answer the call to defend the 
  nation. Choris’ ancestor, Eque I and a young Seychelle agreed to this 
  arrangement and the Siege Tortoises have since become an asset to 
  Scyzantine warfare.
  Riding Turtles
  During their journey, Choris and Seychelle lived with the Geckos 
  and their turtle steeds and formed an alliance with them. Adwaita would 
  begin designing weapons appropriately sized for the smaller turtles and 
  the Geckos would let the Adwaitans share their land, providing more 
  territory for the tortoises to train and live.
  Great Dermochelys
  A gift, after the Punitive Expeditions to Khonshu, from the newly 
  formed Principality, the ‘Great Dermochelys’ is a giant sea turtle, larger 
  than many naval vessels. Dermochelys has been placed under the control 
  of Fortress Adwaita who strapped a dozen turret cannons to her shell, 
  providing a Flagship for the Scyzantine Navy. Believed to be an ancient 
  Bahamutian, Dermochelys is a sapient creature but speaks too deep and 
  slowly for most creatures to comprehend. Tortoises of Adwaita are able 
  to translate for Dermochelys relaying her words to Scyzantines.
  Rank
  Citizen (Recruit)
  Requirements: Living on Adwaita, or along the nearby coastlines of 
  the Geckos, any civilian has a connection to the Fortress, the Tortoises 
  often journey through the towns, either out for training or simply to see 
  the sights.
  Metallurgist (Private)
  Requirements: Craft (Metalsmithing, Firearms, or Artillery) 50%, 
  Gecko or Anole Species and Dedicate 1 POW.
  Rewards: New workers are always needed to cast Cannons or other 
  siege weapons. A weekly stipend of 2 Gold Solidus for working the 
  forges.
  Compulsions: Work is weekly and no long term commitments are 
  required, except keeping details of the layout of Fortress Adwaita, or 
  information about any operations from rival weapons manufacturers. 
  While working the forges, you cannot leave Adwaita until a week’s work 
  is complete.
  
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  Rider (Sergeant)
  Requirements: Drive and Ride 75%, Heroic Command 50% and 
  Dedicate 4 POW
  Rewards: A Riding Turtle if you already have a Squad Mate through 
  Exemplarism, or a Siege Tortoise as your Squad Mate. A monthly stipend 
  of 5 Gold Solidus and their Turtle or Tortoise will have its medical and 
  food needs met by any Sand Guard supply post for free.
  Compulsions: Riders of Adwaita must heed the Sultan’s call when 
  war threatens the nation.  If this pact is broken, the Rider is stricken 
  from the records of Riders able to have their supply needs met by the 
  Sultan and their monthly stipend is lost. If paired with a Siege Tortoise, 
  the rider should remember they are sapient, can communicate and are 
  not simply items to be owned. They should not simply be treated like a 
  steed.
  Siege Rider (Officer)
  Requirements: 
  Engineering 
  and 
  Mechanisms 
  75%, 
  Heroic 
  Command 75%, Dedicate 8 POW
  Rewards: Your Siege Tortoise is mounted with a Cannon, Howdah, 
  or other Siege Machine. If a Turtle rider, you are placed in charge of a 
  squad of riders, who you command in battles the Sultan calls upon you 
  for. Your stipend is raised to 10 Gold Solidus and a parcel of land on the 
  coast near Adwaita is given to you and your Tortoise to split.
  Compulsions: Same compulsions as a Rider.
  Chieftains (Commander)
  Requirements: Commerce, Influence and all previous skills 80%. 
  Dedicate all POW. If Seychelle dies, as could happen with his advanced 
  age, A new set of chieftains is selected, even if Choris is still alive. Such a 
  selection is determined by the Siege Riders.
  Rewards: You and your Tortoise companion are made the dual 
  Chieftains of Fortress Adwaita. The sultan provides a stipend of 1000 
  Gold Solidus for the operation of the island, from which your personal 
  stipend is taken (likely 100 Gold Solidus) depending on the quality of 
  your rule.
  Compulsions: It is the duty of the Chieftains to run the island 
  fortress wisely, as their rule can be revoked by three quarters of the Siege 
  Riders voting against them. As your Tortoise companion has shared 
  control of the city, you must come to agreements and compromises if you 
  have clashing personalities.
  Organizational Skills
  Drive, Ride, Engineering, Commerce, Mechanisms, Craft (Metalsmith), 
  Craft (Firearms), Heroic Command, Combat Style (Artillery)
  
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  Current Divisions and Commanders
  Fortress Adwaita, Scyzantium - The island nation is known by this 
  name because of its 10 meter cliffs running around nearly the entire 
  island, making it difficult in the best situations for a naval assault. Nearly 
  the entire island is cultivated for crops, with Tortoises spending the 
  majority of their time in the waters around the island and the Anoles 
  building their homes in the rough areas too sparse to farm.
   
  Choris al-Iguan and Seychelle - The Dual Anole and Tortoise 
  chieftains of Fortress Adwaita, they manage the island and all their 
  territories along the eastern coast. Fresh to siege warfare, Choris has 
  brought a number of clever ideas, particularly the armoring of Tortoises 
  for use as rams and rapid loading cannon shells.
  Aqabad, Scyzantium - Nestled in a cove along the southern coast of 
  the Bharatese Ocean, Aqabad is home to the largest Gecko population in 
  Scyzantium, when they migrated into the deserts from the Bharatese city 
  of Marluk, they brought thousands of riding turtles with them. These 
  semi-aquatic steeds were a perfect addition to the once small port of 
  Aqabad, now a bustling center of trade and the Scyzantine Navy.
   
  Kelsey Manji - The Gecko representative for Adwaita operates 
  from Aqabad, getting jobs for Riders in the navy or as small transports 
  along the coast. Manji is also the ‘captain’ of Dermocheyls, commanding 
  the crew that operates the guns mounted to her shell, letting the great sea 
  turtle direct herself in combat.
  Common Missions/Plot Threads
  The Turtle Mariner - The aquatic nature of Turtles and Tortoises 
  lends to their use as natural ships. A large portion of the trading vessels 
  of the Bharatese Ocean are alive. Such work can prove dangerous 
  though, as a Cannon does much more permanent damage to a living 
  creature compared to a repairable ship.
  Bring Down the Walls - Cannons are the siege weapon of choice in 
  modern times, their strength in numbers can destroy cities or castles. 
  Even a single Tortoise can take out a bandit camp or sway the outcome of 
  a skirmish. Of course, being on the receiving end of Mobile Artillery can 
  be a horrific experience!
  
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  The Hero Cult of Scyzas
  Exclusive Religion
  The major religion of Scyzantium is focused around Scyzas, the 
  reptile that first successfully rebelled against the Rodentian Empire and 
  went on to found the Sultanate. His likeness adorns thousands of statues, 
  mosaics and paintings and each is worshiped by his followers. This 
  Hero Cult extends to his ‘descendants’ and the reigning Sultan is seen 
  as a spiritual successor to Scyzas, by some worshippers. The founders 
  of the Hero Cult were Sand Lizard refugees, escaping slavery from the 
  Rodentian Empire. While other species may take up the faith, Sand 
  Lizards continue to make up the majority of the followers.
  Key Facets of the Hero Cult of Scyzas
  Conflict with Zarath
  As the religion bloomed with the rise of the Sultanate, it came 
  into conflict with the established religion of the desert, Zarath. Sultans 
  following Scyzas attempted to subjugate the Zarathi, forcing them to 
  convert to the Hero Cult. These minor wars forced most of the Zarathi 
  to go into hiding and camouflage their cities to keep outsiders from 
  discovering them. Though in modern times, with the large majority of 
  Scyzantines being Hero Cultists, Zarathi are able to come out of hiding 
  without worry of persecution, they are still isolated culturally.
  Dynastic Change
  The primary schism between the two cults of Scyzas differ on 
  whether Scyzas’ species, or sultanate is the more important key to his 
  worship. When the Varanid Dynasty ousted the Agamid Dynasty from 
  its rule of the Sultanate, the two schools of thought became divided over 
  the new Sultan’s divinity.
  Religious Iconography
  Scyzas - The hero of all reptiles, Scyzas escaped from slavery in 
  the Rodentian Empire, causing a cascade that led to the foundation of 
  Scyzantium and the collapse of the Rodentian Empire. During his reign 
  as Sultan, Scyzas did little to quell the religion, focused on keeping his 
  foundling nation from being destroyed. As a result, the faith expanded 
  from simple idolism to direct worship.
  ‘Tell my tale to those who ask. Tell it truly, the ill deeds along with the good and 
  let me be judged accordingly. The rest is silence.’
  Lacerta - The Wife of Scyzas, Lacerta was slain during their escape, 
  dying on the shores of Lake Tiberias. The early capital of Lacerta was 
  founded on the site in her honor. She is seen as a symbol of sacrifice to 
  create divinity and the duty of all Hero Cultists to give up their lives for 
  Scyzantium.
  
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  Pyctoris - The Slaver and Rodentian General who owned and 
  tracked Scyzas into the desert. He was eventually slain by Chameleon 
  Assassins. Praetor Pyctoris is depicted as a demonic figure and embodies 
  all the evils Eutherians have wrought upon the world.
  Path of Scyzas - A ritual pilgrimage that takes disciples from their 
  homes out to the Danidan river in Eutheria, where Scyzas’ tribe once 
  lived. They must then travel into Muriccio in ‘search’ of Lacerta. Finally 
  they must travel back to the Danidan River and follow it to the shores of 
  Lake Tiberias, before spilling a small portion of their blood on the shores, 
  in honor of Lacerta’s death. While in the time of the Crusades this was a 
  feat of heroism, with the uneasy peace, the Civitans are just happy for 
  the trade and tourism.
  Rank
  Observer (Recruit)
  Requirement: Being raised on the culture and lore of the Hero Cult, 
  or adopting the holidays and practices of the Hero Cult while remaining 
  neutral in faith, many Scyzantines are simply observant of the religion.
  Adherent (Private)
  Requirement: Learn the basic of the life of Scyzas by gaining 
  Lore (Hero Cult) 30% along with 4 other Organizational skills at 30%. 
  Dedicate 1 POW.
  Rewards: Your own copy of the Book of Scyzas, All organizational 
  skills have +5% as long as you carry this book and remain a member of 
  the Hero Cult.
  Compulsions: Study the Book of Scyzas, it should never leave your 
  side.
  Hafiz(Sergeant)
  Requirement: Gain Lore (Hero Cult) 100% and transcribe a copy of 
  the Book of Scyzas and gift it to a new Adherent.
  Rewards: If you have Faith I, your Book of Scyzas provides +10% to 
  all organizational skills. A Hafiz can also make a modest living off the 
  transcribing of the Book of Scyzas or any written works.
  Compulsions: A Hafiz must share his knowledge with others, any 
  who ask of Scyzas should be shared of his tale.
  Faris (Officer)
  Requirements: Any Melee Combat Style 50% and 4 Organizational 
  Skills 80%. Dedicate 8 POW.
  Rewards: A Scyzantine Scimitar is forged for the Faris, the knights of 
  Scyzas. This Weapon has the basic profile of a Scimitar but benefits from 
  Faith II and the Book of Scyzas as if your Combat Style were an 
  organizational skill.
  
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  Compulsions: A Faris must travel the Path of Scyzas once every five 
  years, to show their dedication to the Hero Cult. Their normal duties 
  consist of protecting their Caliph and in times of war, supplementing the 
  Scyzantine Army. Many Faris act as commanders in the army or navy.
  Caliph (Commander)
  Requirements: Background: Urban (Upper Class), Profession: Noble. 
  Dedicate all POW
  Rewards: The Faris of the Hero Cult swear fealty to the Caliph and 
  they are his to command. Each denomination of the Hero Cult has a 
  different number of Faris, resulting in either a small gang, or a powerful 
  army.
  Compulsions: The Caliph is part warlord, part religious leader, 
  with the sprawling desert between Agaminople and the dozen or so 
  Caliphates, the Caliphs rule their cities almost independently. Put just 
  as the Faris swear fealty to the Caliph, the Caliphs swear fealty to the 
  Sultan and they are at his command.
  Organizational Skills
  Oratory, Lore(Hero Cult), Culture(Scyzantium), Survival, Persistence, 
  Teaching, First Aid, Healing, Art 
  Current Divisions and Commanders
  Cult of the Sultanate - Agaminople, Scyzantium - The current 
  capital of Scyzantium is also the headquarters of this variant of the Hero 
  Cult. The Cult of the Sultanate believes that the spirit of Scyzas lies in the 
  Sultan, regardless of what Dynasty is on the throne.
   
  Salah ad-Din Varanus ibn Suley - The oldest son of Varanus 
  and the Caliph of the Cult of the Sultanate.
   
  Varanus ibn Suley - The object of worship by Sultan Cultists, 
  Varanus has grown to a venerable age and is rarely seen in public, letting 
  his son perform ceremonies.
  Cult of Agamids - Iguabul, Scyzantium - Based in the old capital, 
  originally called Agaminople, The Agamid Cultists believe that the spirit 
  of Scyzas lives in his descendants, who are scattered across the desert. 
  Agamids are generally not a part of this cult but from time-to-time an 
  Agamid may get delusions of grandeur and believe themselves to be the 
  incarnation of Scyzas.
  
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  Exigua al-Gilis - A Sand Lizard who’s ancestors fought for the 
  Agamid Dynasty. When the Varanids deposed the Agamids, the al-
  Gilis family followed them into the desert, continuing to worship the 
  true spirit of Scyzas. The Agamid that the al-Gilis followed named their 
  family Caliph upon his death, for their sworn duty. When the capital 
  moved from Iguabul, previously known as Agaminople, Exigua moved 
  his Caliphate to the abandoned city and slowly returned it to its former 
  glory.
  Common Missions/Plot Threads
  Path of Scyas - Faris and other ‘adventure’ seekers travel the Path 
  of Scyas, reliving his life in fast forward, imagining all the slavery 
  and hardship, while traveling around Eutheria. This used to be a real 
  adventure, with angry Herpetiphobes in every village. Now many of the 
  war weary cities are grateful for the income the mass of pilgrims provide.
  
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  Zarath
  Exclusive Religion
  The oldest religion of the desert, centers around the war between the 
  gods Ormaz and Ahriman. It has mostly been supplanted by the Scyzas 
  Hero Cult but is still followed in small pockets far from Agaminople. 
  Zarath is most common among Chameleons and Monitors, the original 
  denizens of the desert before the arrival of the Agamids, Geckos and 
  Sand Lizards. Due to the Varanid Dynasty coming from a Zarathi 
  background, the religion has seen a growth in popularity among the 
  newer populous of the desert but is still far behind the Hero Cult of 
  Scyzas.
  Key Facets of Zarath
  Ormaz
  The creator, Ormaz has warred with Ahriman since before life 
  walked the earth. This war was once simply fought in the spirit world 
  but as djinn broke through the barrier into the world created by Ormaz, 
  life began to bloom and their war was brought to the material realm. 
  The lives of each person are filled with deeds, words and emotions 
  and each good action or intent helps Ormaz in his battle. With this in 
  mind, Zarathi attempt to lead good lives, always seeking to protect the 
  creations of Ormaz.
  Ahriman
  The destroyer, Ahriman feeds upon evil deeds, words and emotions, 
  winning his war with each horrible death and wicked act. While Zarathi 
  avoid such events, they do not avoid life. Living life is itself a creative 
  act, empowering Ormaz over Ahriman. As the souls of the living were 
  sent to the material world to accrue good deeds, avoiding life defeats the 
  purpose of their existence. Zarathi do not defeat Ahriman by avoiding 
  sin and excess, they revel in the glories of life and the creations of Ormaz.
  Urvan
  The Old Reptilian word for Soul, an Urvan is a person who travels 
  to experience life. Their goal is to fill their lives with good actions 
  and experiences, when they die, their soul will return to Ormaz and 
  empower him. Along with Faravahars, Urvans created the nomadic 
  culture prevalent in the deserts before the founding of Scyzantium.
  
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  Differences with the Assassins
  A number of differences separate Orthodox Zarathi from the 
  Assassins of the northern deserts.
  The monastic structure of the Assassins and its exclusionary setup 
  is against the concept of Zarath which seeks to share the knowledge of 
  Ormaz’s war with all, to recruit ‘soldiers’ in their spiritual war.
  The Assassins’ militaristic activities, choosing to eliminate those they 
  see as ‘followers of Ahriman’, is only empowering Ahriman. Zarathi see 
  good in all souls and believe that allowing ‘evil people’ to live they may 
  attone in the future and perform good deeds to balance out their evil 
  actions.
  Assassins see hell as a place of punishment and torture, the domain 
  of Ahriman, rather than a place of reformation, where souls with evil are 
  cleansed. This form of eternal damnation is against the Orthodox Zarathi 
  view.
  Ancient Cities of the Desert
  A number of ‘lost’ cities of the Zarathi exist in the southern deserts, 
  founded by the Monitors before their nomadic ways. It is rumored some 
  of these cities still exist, with Zarathi villagers still living there, near 
  the cradle of sapient life. One of the most famous of these lost cities is 
  Avestan. Legends say the city was built into canyon walls with gigantic 
  statues of Ormaz and Ahriman clashing across the chasm. Only a few of 
  the Zarathi nomads know if these rumors are true but they have yet to 
  give up these locations to outsiders.
  The Six Yazatas
  Old Reptilian for ‘Worthy of Veneration’, these are the six religious 
  leaders of Zarath. Structured off of the 6 ‘elements’ of the material world, 
  each Yazata works to protect a portion of Ormaz’s creation. Zarathi 
  believe in a non-structured society and the Yazatas act more as scholars 
  or wise-men rather than religious authority. The only Zarathi they have 
  command over are the Faravahar, who have sworn to protect them.
  Faravahar
  The guardians of ancient Reptilia, Faravahar are holy defenders, 
  bodyguards of the Yazatas and nomadic warriors who seek to right 
  wrongs and injustices. Their’s is a difficult path, never seeking to kill or 
  do evil themselves on their journeys. These nomadic adventures are only 
  undertaken by a few Faravahar at a time, most of their life is spent near 
  the Yazatas, protecting them and the future of their religion.
  
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  Conversion
  The uninitiated who believe in the existence of Ormaz are known as 
  Kushad, or ‘naked’, seeing the world for what it is but unprotected from 
  evil deeds. Zarathi believe in ‘uncovering’ others, relating their beliefs in 
  the world but never seek to convert Kushad to Behdin, or followers. The 
  initiation of a Behdin requires a great deal of introspection and study of 
  religious practices. Eventually an initiate performs a ceremony, tying and 
  untying the Kushti, a cloth belt representing their faith protecting them 
  from evil deeds. A Zarathi must replicate this ceremony each day, tying 
  and untying the belt 7 times, once for each Yazata and finally for Ormaz. 
  The ceremony ends when the belt is tied the 7th time.
  Ranks
  Kushad (Recruit)
  Requirements: Having the basic beliefs of Zarath shared with you 
  is enough to be a Kushad, beyond this point the choice to convert and 
  complete the Behdin ceremony is your own choice.
  Behdin (Private)
  Requirements: Lore(Zarath) and Culture (Zarath) 30%, dedicate 1 
  POW and complete the Behdin ceremony.
  Rewards: a Kushti belt, provides an additional point of Armor to the 
  abdomen if you have taken the Faith I Tactical Ability.
  Compulsions: Performing the prayers and belt tying ceremony 
  everyday is a necessary part of protecting oneself from Ahriman. 
  Performing evil deeds is also un-Zarathi and could result in exile, as 
  Zarathi do not wish to surround themselves with evil.
  Urvan (Sergeant)
  Requirements: Survival 50%, Track 50% and dedicate 4 POW.
  Rewards: A sudreh, or undershirt is gifted to Urvan to protect them 
  on their journey. This provides an additional point of armor to the chest 
  if you have taken the Faith II Tactical Ability.
  Compulsions: In addition to the prayers and kushti ceremony, an 
  Urvan must devote his life to a pilgrimage to anywhere and everywhere. 
  Urvan only return to their home to become Faravahar.
  Faravahar (Officer)
  Requirements: First Aid 75% , Healing 75% and any melee Combat 
  Style 75% and dedicate 8 POW.
  Rewards: A melee weapon of your choice is forged and blessed by 
  the Yazatas. Zealous Strike can be used as a defensive Combat Maneuver, 
  allowing you to strike back against your foes if you successfully parry 
  with this weapon.
  
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  Compulsions: Faravahar defend the Yazata from those who would 
  seek them harm. From time to time, a Faravahar is sent on a pilgrimage 
  like an Urvan but must seek out injustice and right it. This is a difficult 
  task as a Faravahar must never attack first, only fighting in defense.
  Yazata  (Commander)
  Requirements: Oratory, Lore (Zarath), Culture (Zarath) and 2 other 
  Organizational skills at 90% and dedicate all POW. There are, at any 
  one time, 6 Yazata and the death of one results in a year long mourning 
  period, before the other 5 Yazata select a Faravahar to raise up.
  Rewards: Five Faravahar act as your bodyguards and will lay down 
  their lives to save you. These are not mere Squad Mates or underlings, 
  the Faravahar should have normal Hit Locations and health.
  Compulsions: It is the duty of the Yazata to share, learn and 
  transcribe the scriptures of the Zarathi faith. Additionally, each Yazata 
  devotes their life to the betterment of a particular element of the world.
  Organizational Skills
  Oratory, Healing, First Aid, Lore (Zarath), Culture (Zarath), Survival, 
  Track, Language (Zarathi)
  Current Divisions and Commanders
  Agaminople, Scyzantium - Modern Zarathi flock to the city of 
  Agaminople as one of the iconic members of the faith, the Varanid Sultan 
  Varanus IX, reigns from the city. While a large number of Zarathi now 
  live there, coming from a nomadic culture, Zarath is spread across the 
  entire country.
   
  Yazata Thustra - The Yazata of Bahman, the element of beasts 
  and all living creatures. It is the duty of the Monitor Lizard Thustra to 
  improve the lives of all sentient creatures.
   
  Yazata Ya Fulan - The Yazata of Ardwahist, the element of light 
  and fire. It is the duty of the Chameleon Ya Fulan to share knowledge, 
  whether it be the knowledge the Zarathi faith, or modern science.
          Yazata Tuhitar - The Yazata of Sahrewar, the element of metal 
  and minerals. It is the duty of the Tortoise Tuhitar to study the stars and 
  determine the destiny of the universe and all creation.
  
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  Avestan, Scyzantium - One of the famous lost cities of the Zarathi, 
  Avestan hides in the southern desert, a place only Faravahar, the Yazata 
  and the denizens of the city know the location of. Faravahar and Urvan 
  are the only people to leave the city.
   
  Yazata Bihman - The Yazata of Spandarmad, the element of the 
  earth. It is the duty of the Monitor Lizard Bihman to act as caretaker of 
  the Zarathi cities, maintaining their splendor and keeping their locations 
  secret from outsiders.
   
  Yazata Kudam - The Yazata of Xurdad, the element of water. It is 
  the duty of the Chameleon Kudam to heal the deserts of their arid plight. 
  Once the deserts were lush and green but the watertable beneath the 
  land ran dry and the Xurdad Yazata have sought ever since to right this 
  evil.
   
  Yazata Aghyar - The Yazata of Amurdad, the element of plants. 
  It is the duty of the Mongoose Aghyar to ensure the growth of plants and 
  crops in the Zarathi cities and share food with the needy. Aghyar is not 
  Aquitaran but a native of Khonshu and born Zarathi.
  Common Missions/Plot Threads
  Pilgrimage to Nowhere - Urvan and Faravahar journey the world 
  with no particular goal, this can go on for their entire lives, or they may 
  find some event or realization that calls them back home.
  Difficult Choices - Zarathi have specific guidelines for their lives and 
  letting evil roam is a necessary restriction upon them. Expediting evil 
  back to Ahriman is no solution to the ills of the world.
  Death of Daevas - The only true evil in the world are the Daevas, 
  known as exomorphs to outsiders, Daevas live beneath the desert and 
  stalk the world. Zarathi see no compulsion in sparing Daevas from 
  sending them back to their master. The Ancient cities of the Zarathi 
  sometimes come under attack from these creatures and the Faravahar 
  rise to the occasion to save the cities.
  
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  The Vandalands
  Recent History
  The rise and fall of the Knightly Orders of the crusades has crippled 
  the Vandalands. Once the nation was unified under the Vandal Kaisers 
  but has been cut up by the Knightly Orders, who ruled each of their 
  territories autonomously. As the Knights dissolved, each Graf or Count 
  went back to ruling their own county and only acted unified in times of 
  war. A number of dissenters have sought to return Kaiser Hedgehauser 
  to a true place of power and weakening the influence of the last Knightly 
  Order, the Knights Bubonic. This dream of a single true Vandal nation 
  has yet to come to fruition but if it does not come soon, the crusades 
  will either bankrupt the entire country or invite a war that breaks their 
  armies.
  People of the Nation
  Gerbils
  From the county of Federwerk, the Gerbils represent the best minds 
  of the Vandals but their combat prowess leaves much to be desired. Until 
  the invention of their clockwork armors, Gerbils were treated more as 
  tinkers, making interesting baubles or novelties. Now Gerbils stride into 
  battle alongside seasoned veterans, standing face-to-face with the great 
  Ursal Bears and Wolves of the northeast.
  
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  Hamsters
  Roving bands of hamsters came out of the north in the ancient 
  days, to smite the Rodentian Empire and then they went home for a 
  drink. Hamsters are famous for their ravaging and their revelry. They 
  are civilized enough to make boats, armors and weapons but the harsh 
  winters and beasts of the northern fjords are too difficult to form a real 
  civilization. Instead those that roam south latch onto the culture of the 
  Vandals and are nearly tolerated by their neighbors.
  Hedgehogs
  Ermindorf, the capital city and county of the Vandals is home to the 
  largest Hedgehog population, including the Kaiser of the Vandals. While 
  making up little of the nobility, Hedgehogs are mostly of the lower class 
  and make up a large portion of the King’s Own Hussars. The only noble 
  hedgehog is the Kaiser and only because of adoption into nobility far 
  back in his lineage. Hedgehogs are generally hardworking and callous 
  people, while the neighboring Aquitarans revolted over a single corrupt 
  king, the Vandals ignored the near collapse of their entire nation.
  Shrews
  As in Aquitar, nobles of the Vandalands are commonly Shrews. 
  Unlike in Aquitar their nobility is still a mark of respect and Shrews live 
  comfortable lives, except when war threatens, when they cast their lives 
  down like any soldier for their kaiser. A popular pastime for Shrews of 
  the river-lands is avianism; riding, breeding and training kiwi birds for 
  cavalry.
  Vandal Rats
  When the threat from the south rose and the Knightly Orders began 
  to form during the crusades, Rats were the first to join and fight the 
  reptilian menace. In the centuries in between, their vision of honorable 
  knights, gallantly defending faith and freedom, has died. Rats make up 
  a large portion of the criminal element, including the political extremist 
  group, the Dishonor Guard. Some still remain members of the Knights 
  Bubonic but such members are often of the highest echelons, fanatical in 
  their devotion to the cause.
  
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  Federwerk Industries
  Mercenary, Exclusive Technology
  The City of Federwerk has long been the most famous border 
  town in the Vandalands. Abutting onto territory with the Ursal 
  Khanate, populated by wolves and bears, the people of Federwerk 
  would never have stood a chance against border skirmishes if not for 
  their engineering expertise. Introduced to the world in the 1300s, the 
  mechanical marvels known as Valkyr were originally wood constructs, 
  armor suits that augmented the strength of the gerbil engineers who 
  built them. They would call themselves the Valkyr Corp. Since their 
  original deployment, repelling an army of wolves at the city gates, 
  dozens of redesigns have been made but eventually the Valkyr Corp 
  became outdated and few working models continued to be used in war. 
  When Count Gotz von Federwerk lost his arm during a battle in one of 
  the antique designs while fighting under the banner of a Knightly Order, 
  Gotz returned to Federwerk and set to redesigning the Valkyr. The new 
  designs he created were built of metal and far more sturdy. Reform 
  the old Valkyr Corp, Federwerk Industries is now a major power in 
  Vandalands, able to build an army with educational training instead of 
  physical prowess.
  Key Facets of Federwerk Industries
  Count Gotz von Federwerk
  Before losing his arm, Gotz was a crass young mercenary who 
  fought in battles across the Vandalands, mainly against the Ursal 
  Khanate. After having his arm severed by a bear’s jaws, Gotz became a 
  focused engineer, no longer a wastrel but a force of science and politics.
  Valkyr Corp. and the Knightly Orders
  The mishandling of the Vandalands army under the Knightly Orders 
  became a key point of Gotz’s efforts on the political stage. Though all but 
  the Knights Bubonic have since collapsed into obscurity, the Valkyr Corp 
  are still not the primary soldiers of the Vandal army. Gotz has been able 
  to steer the Vandalands away from its self-destructive crusades in recent 
  years but the Corp is still merely a mercenary company.
  Joint Federwerk-Venture Projects
  While Gotz attempt to press for a people’s army, over a knight’s 
  army, he has turned to Venture Company’s weapon designs and 
  managed to create a number of joint projects between the two city-
  states. While these projects are still in development, the technologies 
  developed so far have made Federwerk the most powerful county in the 
  Vandalands.
  
  155
  Organizational Structure
  Beneath Count Gotz, are each of the Viscounts controlling the 
  territories of the county. Independent of the Nobility are the Engineers 
  that make up the actual Industries of Federwerk. Some devote their skills 
  to developing Valkyr designs while others work in Venture to marry the 
  Civitan weapon designs to Valkyr suits.
  Ranks
  Citizen (Recruit)
  Requirements - To become a member of Federwerk Industries, one 
  must move to the county and become a citizen. As the county is the 
  company, living and working there makes one an employee.
  Assistant/Private
  Requirements - To actually work in the industrial complexes, a 
  citizen must display Mechanisms and Engineering skill of 30%.
  Rewards - Placement in either Design or Valkyr Corp. Assistants in 
  the Design department make 25 Thaler each month and Privates in the 
  Valkyr Corp make 50 Thaler a month.
  Compulsions - Federwerk is a business, competency matters over 
  political opinion or actions outside of work.
  Designer/Sergeant
  Requirements - In Design, an Assistant must show Mechanisms, 
  Engineering and at least 1 other skill at 50% and have presented 
  an effective design to their superiors. Valkyr Sergeants must get 
  Mechanisms, Engineering and a Combat Style to 50%
  Rewards - A monthly stipend for Designers of 50 Thaler and 100 
  Thaler for each effective design submitted. Sergeants receive a 100 Thaler 
  stipend and their own Valkyr.
  Compulsions - Poor design work, or a lack of submitted designs 
  might see the demotion of a Designer. Sergeants must train Privates in 
  Valkyr operation and join their fellow sergeants in completing mercenary 
  contracts.
  Lead Designer/Officer
  Requirements - Promotion to Lead Designer requires Mechanisms, 
  Engineering and two other organizational skills at 80%. Valkyr Officers 
  must increase their Mechanisms, Engineering and Combat Style to 75%.
  Rewards - A personal workshop and increased stipend of 200 Thaler, 
  with a continual 100 Thaler for designs submitted for Lead Designers. 
  Valkyr Officers receive new, top of the line Valkyr MkIIs and 3-4 of 
  sergeants under their command and a stipend of 200 Thaler.
  Compulsions - Designers must continue to submit designs for 
  approval but can also oversee the approval of other designs 
  and the construction of such projects. Officers in the Valkyr 
  
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  Corp command a small squad and select mercenary contracts for them 
  to undertake. 10% of any contract fees are the Officer’s to keep, while the 
  rest is returned to Federwerk for the upkeep of the Valkyr.
  Count (Commander)
  Requirements - The position of Count is hereditary and Gotz cannot 
  have children after a disastrous clock winding accident. There is no 
  heir apparent but it is expected one of the Viscounts will succeed him. 
  Though a particularly charismatic officer or designer could win his good 
  graces and find themselves into his will. Dedicate at least 10 POW to get 
  the chance to win over the Count.
  Reward - Control of the most powerful county in the Vandalands 
  and its major industrial complexes. Additionally, Gotz’s personal Valkyr, 
  an older model but equipped with a flame cannon of his own design.
  Compulsions - Loyalty to the crown of the Vandals and the just rule 
  of the territory granted to you.
  Organizational Skills
  Perception, Commerce, Craft, Engineering, Mechanisms
  Current Divisions and Commanders
  Grafschaft von Federwerk (County of Federwerk) - Federwerk 
  Industries is the County of Federwerk, a mountainous region in 
  southeast Vandalands. As the Knightly Orders collapsed, Federwerk 
  took possession of many of their abandoned castles, expanding the 
  overall size of the county. The county has nearly complete autonomy but 
  Gotz seeks to reunite the numerous semi-independent states under the 
  Kaiser of the Vandals.
   
  Count Gotz von Federwerk - The noble mercenary, Gotz fought 
  in a number of battles in his 30 year career. As a gerbil in Valkyr armor, 
  Gotz often had an advantage over his opponents and believed that 
  creation and invention was a superior tool to victory over numbers, or 
  strategic trickery.
  Common Missions/Plot Threads
  Repair Duty - Valkyr are worth more than their pilots, after a 
  battle every working piece is recovered and any scraps are turned into 
  something better.
  Launching! - The Valkyr Corp is a mercenary group that has a 
  number of contracts with the Vandal Army but also some small groups. 
  A Valkyr Pilot never knows where he’ll be sent next.
  Exchange Student - With the joint projects between Venture and 
  Federwerk, a Valkyr engineer may get sent to work in Civitas with 
  engineers there on weapon or armor designs.
  
  157
  Weapon Test - Designs result in 
  prototypes that have never been used 
  before. Cross your fingers and hope 
  you don’t explode in front of your 
  superiors.
  
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  The Skyguard
  Mercenary, Exclusive Technology
  After the redevelopment of Valkyr by Federwerk Inc., the Kaiser 
  pressed for development of additional designs to give the Vandalands 
  a technological edge in war. While most of Federwerk saw redesigns of 
  the Valkyr as the future of weapons design. Ferdinand von Starkvind, 
  recently retired to the clockwork city, saw the skies as the key to war 
  superiority. After a number of arguments with designers, the city was 
  split between Valkyr and Airship ideals. Ferdinand took a number 
  of agreeable scientists with him to the nearby mountain town of 
  Steinausderram. There he and his colleagues set to designing and 
  building the world’s first airship. While their first prototype crashed 
  in 1812, by 1815, the Starkvind I was completed and successfully flown. 
  When the airship was shown to Kaiser Hedgehauser he instated 
  Ferdinand as Brigadier General von Starkvind and placed an entire 
  battalion at his command to train. The Skyguard became an independent 
  group of Air Privateers in 1818 operating from their mountain hold. By 
  1820 a second functional airship was completed, the Starkvind II, along 
  with a reconciliation with Federwerk, allowing them access to the rocket 
  technology designed for Valkyr Mk IIs. This allowed the Skyguard to 
  raid other vessels without landing the airships, by sending their troops 
  rocketing aboard.
  Key Facets of The Skyguard
  Brigadier General Ferdinand von Starkvind, ‘The Skylord’
  A veteran of domestic and foreign wars, Starkvind was the original 
  pioneer of airships. He is the current commander of The Skyguard 
  and Captain of the Starkvind I. Getting on in age, he has generally 
  left command to his immediate subordinates and the Captain of the 
  Starkvind II, Otto von Wiegraf. During the period between his retirement 
  from the military and his settling in Federwerk, Ferdinand claims to have 
  traveled the mountains of the Vandalands and visited the lost Avian 
  Roosts. It was this adventure that lead him to believe flight was the next 
  big development in warfare.
  Captain Otto von Wiegraf
  Originally a young member of Federwerk’s design staff, Otto joined 
  Ferdinand’s airship venture in 1812 after the crash of the Steinausderram, 
  the prototype ship. With his assistance, the Starkvind I lifted off in three 
  years, half the time of the original design. His dedication to the Skyguard 
  has continued into his promotion to Captain and he currently commands 
  the Starkvind II.
  
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  Stein aus der Ram
  Named after the town, the prototype airship and the subsequent 
  crash, Stein aus der Ram (Stone of the Ram), is a Vandal musical sextet 
  performing music in the ‘New Vandal Hardness’ sub-genre. The group 
  has become famous around the world and performed from Ermindorf 
  to Jackson, DV. The Skyguard itself is disappointed by their choice of 
  name, with nearly a hundred scientists and engineers killed in the crash 
  of the Steinausderram and despite the band requesting performing for the 
  Skyguard (preferably aboard an airship), they have, to date, been denied.
  The Starkvind I and Starkvind II
  The first operational airships of the Skyguard, the Starkvind I was 
  completed in 1815 and the Starkvind II in 1818. Armed with cannons and 
  marines like a naval vessel, the airships can hold nearly 20 knots. With 
  no wars yet to face the Skyguard, they have acted as Privateers, raiding 
  foreign ships along the coast, patrolling for bandits,  and protecting the 
  borders of the Vandalands. Newer, smaller ships are currently on the 
  assembly line and the Starkvind I and Starkvind II will be the flagships of 
  the northern and southern battle groups, respectively. Until that time the 
  Two ships usually work in tandem to perform their tasks.
  Organizational Structure
  With Starkvind followed by Wiegraf at the top of the hierarchy, 
  a number of squads of Sky Marines operate aboard each flagship 
  equipped with Federwerk ‘Assault Assistance Packs’. Each ship also has 
  a crew of 200+ engineers and gunners. On the ground, the base crew at 
  Steinausderram numbers in the thousands. Although structured like a 
  military, the Skyguard is an independent organization with its own rules 
  and is able to hire domestic or foreign workers.
  Ranks
  Recruit/Employee (Recruit)
  The Skyguard requires a minimum of 2 year military service with 
  any nation before being eligible as a recruit and further promotion. 
  Employees are any workers who’s skills are used to keep the base at 
  Steinausderram running and help in the construction of new airships.
  Marine/Mechanic (Private)
  Requirements - Minimum 2 Year military service in any national 
  army or navy. Those with at least 50% Engineering skill are put on the 
  Mechanic track, trained to repair and pilot the airship and operate its 
  weapons. Soldiers, with a focus on combat skills, are made members of 
  the Sky Marines.
  
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  Rewards - Sky Marines are trained in firearms use if they have 
  not already been trained and equipped with an Assault Assistance 
  Pack (AAP). Mechanics are trained in the operation of an airship and 
  its weapons, additionally they gain +10% Heroic Command and are 
  placed in a station of the ship (Guns, Engine, Security, Helm). Each rank 
  provides +5% to the skill related to their station (Guns - Combat Style 
  Artillery, Engine - Mechanisms, Security - Combat Style Firearms, Helm 
  - Drive). Like the military, a Stipend of 100 Thaler is provided during 
  active duty.
  Compulsions - Crews of airships are on two month cycles, receiving 
  a month off-duty after each cycle. AWOL soldiers will find it difficult to 
  outrun an airship. If crewmen are consistently tardy for their cycle, they 
  may be stricken from the records and marked as a deserter in both the 
  Skyguard AND Vandal armies.
  Sergeant/Chief (Sergeant)
  Requirements - Served at least 6 cycle with the Skyguard, Sky 
  Marines must have raised their Mechanism skill to 50%, showing 
  competence with an AAP. Mechanics must raise their skill to 80% and 
  have served for at least 10 cycles.
  Rewards - Sky Marine Sergeants are issued Repeater Carbines, a 
  better weapon for use while equipped with an AAP, or in the midst of 
  enemy troops. Chiefs and Sergeants gain a crew of 2-3 mechanics/
  marines below them in their station of the airship. During active duty a 
  200 Thaler stipend is provided and during off-duty months a 100 Thaler 
  stipend is provided.
  Compulsions - Sergeants and Chiefs are expected to manage their 
  crews nearly autonomously. Service continues in two month cycles.
  Officer/Master Chief (Officer)
  Requirements - Served a total of 18 cycles with the Skyguard, 
  successfully managed your underlings without abuse of rank, excess 
  endangerment, or mutiny (or at least reports thereof).
  Rewards - Command of the entire compliment of Sky Marines 
  aboard an airship for an Officer. The Master Chief is now a member of 
  the bridge crew and often directly in command of the ship during a shift. 
  Both ranks now provide a stipend of 400 Thaler per month during active 
  duty and 200 Thaler during off-duty cycles.
  Compulsions - Responsibility aboard the airship is expanded to 
  either all the Sky Marines, or all the Mechanics. Any actions or crimes 
  taken by those under your command are on your head.
  
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  Captain (Commander)
  Requirements - Converted to a 4 month on, 1 month off duty 
  schedule. The completion of a new airship other than the Starkvind I or 
  Starkvind II (or an empty Captain’s seat on either ship). Only those on 
  the Mechanic track can be promoted to Captain, Officer is the maximum 
  rank for a Sky Marine. A Heroic Command of 50% and an Engineering of 
  100% is also required.
  Rewards - Command of your own airship, the repair, maintenance 
  and operation is all yours! Your stipends are increased to 800 and 400 
  Thaler.
  Compulsions - Each airship is placed in either the Northern or 
  Southern battlegroup and given a portion of the nation to patrol. Every 
  two months a cycle changes up and the ship is brought back to refuel, 
  repair and switch out crew. While general autonomy is provided to 
  each ship or battlegroup (as the fleet expands, some ships will be 
  partnered up), not returning to base for a cycle change, or forcing your 
  subordinates to perform actions against their standing orders results in 
  Heroic Command conflicts and repercussions with the Vandals.
  Organization Skills
  Athletics, Acrobatics, Engineering, Mechanisms, Shiphandling, Heroic 
  Command
  Current Commanders
  Starkvind I - The first functioning airship off the Steinausderram 
  production line. It has seen service for over five years and has been 
  replaced by the Starkvind II as the primary flagship but is still the pride 
  and joy of Ferdinand von Starkvind, its creator.
  Brigadier General Ferdinand von Starkvind, the Skylord - 
  Always considered a quirky rat, Ferdinand appears mad to many 
  outsiders but his passion for his work on airships has resulted in the 
  entire field of aerial warfare. Growing elderly, Ferdinand von Starkvind 
  leaves much of the daily operation of the Skyguard to Wiegraf and the 
  dozen or so Officers of the Sky Marines.
  Starkvind II - A superior vessel to the Starkvind I due to the 
  integration of new weapons developments from the joint projects 
  between Federwerk and Venture.
   
  Captain Otto von Wiegraf - Originally a young gerbil on 
  Federwerk’s design staff, Otto joined Ferdinand’s airship venture in 1812 
  after the crash of the Steinausderram. With his assistance, the Starkvind 
  I lifted off in three years, half the time of the original design. His 
  dedication to the Skyguard has continued into his promotion to Captain 
  and he currently commands the Starkvind II. 
  ‘Now witness the firepower of this fully armed and operational airship!’
  
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  Common Missions/Plot Threads
  Bandit Patrol - Bandits are a continual problem across the 
  Vandalands, the vast and varied terrain make it difficult for ground 
  troops to attack their outposts and castles. The Skyguard is often brought 
  in to eliminate particularly exacerbated threats.
  War Games - On occasion it is necessary to test the skills and 
  weapon systems of the Skyguard, as such, mock battles are held annually 
  in the skies above Ermindorf. These competitions between the crews 
  draw many spectators from across the nation to watch the battle from the 
  ground below.
  Open Skies - The utility of airships is not lost upon the Vandals and 
  some expeditions are planned for the near future, to do trade with far 
  away nations that would otherwise be out of reach of the small Vandal 
  navy. These expeditions seek to go boldly where no rat has gone before.
  
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  The Cult of Wodin
  Exclusive Religion
  Wodinism is the principle religion of the northern hamster tribes. 
  Modern records consist of a loose collection of stories of ancient gods 
  who were lead by Wodin, the All-Hamster. In many of these stories, 
  there are tales of slaying trolls and ettin, multi-limbed beasts with rock-
  like skin.
  Wodin was the key figure in many tales, a hamster of great size, 
  who’s left eye glowed golden and bright. Wodin’s eye was stolen by 
  Lokke, the Wolf trickster god, who would replace his own eye with 
  it and raced around the world to become the sun. Each night it would 
  be returned by the flying shadows, who would replace it with Lokke’s 
  original silver eye.
  After generations of fighting evil and ordering the chaos of the 
  world, Wodin travelled into the east, to guide the hamsters of the far 
  lands. He promised his followers in the west that he would return one 
  day to lead them again.
  Key facets of Cult of Wodin
  Arctos Nevsky, Wodin Reborn
  Modern followers of Wodin believe that his promise has come true 
  in the body of Arctos Nevsky, the Prince of Novagrad. An Ursal bear 
  who lost his left eye in combat against Vandal Crusaders. After his defeat 
  at the Battle of the Ice, Nevsky found himself amnesiac surrounded by 
  worshippers. Though in the twenty years since, Nevsky has regained his 
  memory and returned to Novagrad, his flock has followed him, making 
  Novagrad a key pilgrimage point for followers of the Cult of Wodin
  Organizational Structure
  Religious proceedings rely heavily upon story telling, relating tales 
  of Wodin and his allies and reveling in the lifestyles of those stories, 
  which focus heavily upon battle and celebration. The organization itself 
  is more a loose grouping of storytellers in each tribe, who share tales 
  with each other. There are few cults that have raised the religion to a 
  truly structured form. Two groups of note are: The Cult of Thuris  settled 
  in the north, along the coast of the Thuris Fjord, named after Wodin’s son 
  and blacksmith who supposedly hammered out the Fjords to provide 
  natural docks to Wodin’s boats; The Cult of Nevsky, situated in the city 
  of Novagrad, as near as tolerable to their religious icon.
  
  164
  Religious Iconography
  Wodin - The ideal Hamster, fierce in combat, 
  festive in celebration. Theologists believe there may 
  have been a real hamster who became idolized into 
  the modern Wodin, some scholars suggest this original 
  ‘Wodin’ may have lead the Hamsters down out of the 
  north to smite the Rodentian Empire. This ‘real Wodin’ 
  theory is panned by the majority of researchers, as 
  hamster tales are often exaggerated or out-right lies, 
  used to bolster their image as horrific barbarians.
  Lokke - The wolf trickster represents in modern 
  Wodinism the threat of ‘intelligence’ and ‘civilization’. As a pejorative, 
  the name is used as an explicative or to describe traitors 
  to the tribe. As Wodinists idolize the ideal of fearlessness, 
  Lokke is never seen as a demonic threatening figure, nor 
  as a villain to be actively destroyed. Although Lokke is 
  often interpreted as a wolf, Hamsters have never seen 
  the Ursal wolves as a threat, or nemesis. Researchers 
  generally accept that this syncs well with Lokke rarely 
  taking on an evil aspect in the tales he appears, only a 
  comedic element, or annoyance.
  Trolls and Trollhunters - Horrid creatures from beyond time, 
  that gnaw at the world tree. Trolls are monstrous creatures from beneath 
  the earth. Trollhunters are the foolhardy Wodinists that go seeking 
  their destruction. Though they are rarely hunted for a cause beyond 
  another tale to tell and trophies to show off, some Wodinists see Trolls 
  and their worshippers as a threat to the world and devote themselves to 
  trollhunting.
  The Shadows - The flying shadows, spoken of 
  throughout the Sagas of Wodin, have no proper names 
  within the written copies of the tales. They are often seen as 
  a guiding hand to Wodin and to all Wodinists. The Shadows 
  appear in several situations to save the life of Wodin or his 
  followers and eventually guided him to sack the southern 
  kingdoms and to his final journey to the east. Modern 
  scholars who follow the ‘real Wodin’ theory believe these 
  shadows may have been remnants of the Avian kingdoms 
  but no archaeological evidence suggests Sapient birds have ever 
  travelled so far north. As the northern areas of the Vandalands are dark 
  for many months of the winter, darkness is not seen as an evil omen or 
  menace. The torch being a key feature of Vandal combat for centuries, 
  illumination was not difficult to obtain when raiding.
  
  165
  Ranks
  Lay (Recruit)
  Requirements - Any person who has heard a saga of Wodin or his 
  kin, that revels in combat and celebration can consider themselves a Lay 
  Wodinist.
     
  Saga-Teller (Private)
  Requirements - After memorizing at least 3 Sagas and gaining 
  30% in 4 Organizational Skills and dedicating 1 POW to their 
  Duty(Wodinism), a Wodinist becomes a Saga-Teller, who can readily 
  share stories with others and show what is best in life.
  Rewards - After travelling to a cult’s shrine and proving your 
  knowledge of Wodin through the retelling of 3 Sagas. A personal 
  Hamster Great Axe is forged for the Saga-Teller, this weapon is both a 
  real weapon and an instrument in retelling stories, letting the Saga-Teller 
  swing the weapon about while retelling epic battles.
  Compulsions - During downtime, usually around a campfire, the 
  Saga-Teller must share stories, or learn new ones from their companions. 
  The more alcohol and general revelry involved the better.
  Shaman (Sergeant)
  Requirements - After memorizing at least 5 Sagas and gaining 50% 
  in 4 Organizational Skills and dedicated at least 3 POW to their Duty 
  (Wodinism), the Saga-Teller can return to a cult’s shrine and defeat in 
  single combat (not to the death) a Wodinist of Shaman rank or higher to 
  become a Shaman themselves.
  Rewards - With the completion of a trial by combat, a second 
  Hamster Great Axe is forged for the Shaman. Wodin was renowned for 
  his dual axe Combat Style and this second axe represents a Shaman’s 
  devotion to the ways of Wodin.
  Compulsions - Saga-telling must continue to be a part of the 
  Shaman’s life, learning and sharing new stories. The Shaman must 
  also begin training to dual wield two-handed weapons, specifically the 
  Hamster Great Axes.
  War Shaman (Officer)
  Requirements -  After reaching at least 80% Skill in Dual Great 
  Axe Combat Style, learning 8 Sagas and dedicating at least 4 POW, the 
  Shaman may take another trial by combat, facing two War Shamans. 
  Combat ends when one War Shaman is slain, or the Adventurer is slain.
  Rewards - The final saga of Wodin, The Gotterdammerung is shared 
  with the War Shaman, detailing the return of Wodin and the end of the 
  world. This tale is not to be shared with anyone below War Shaman rank.
  Compulsions - Continue to learn new stories and maintain skill with 
  their Great Axes. Must participate in Trial by combat against 
  rising Shamans and never share the final saga with others.
  
  166
  High Shaman (Commander)
  Requirements - When a High Shaman is dying he selects his 
  successor from the War Shamans of his cult. If the High Shaman dies 
  before naming a successor, the War Shamans fight for the position in a 
  melee, each candidate fighting alone against the others. The last standing 
  War Shaman wins leadership.
  Rewards - Command of the entire cult, able to direct raiding parties 
  and determine the eligibility of others to increase their rank.
  Compulsions - Always lead your followers in the ways of Wodin: 
  Combat and Celebration. Never forget the sagas of Wodin and readily 
  share them with others, except for the final saga, which will be shared 
  with the world when Wodin returns and Ragnarok begins.
  Organization Skills
  Brawn, Dance, Sing, Oratory, Play Instrument, Lore(Wodinism), 2H Axe 
  Combat Style, Dual 2H Axe Combat Style.
  Lore (Wodinism) - Every 10% skill represents an additional Saga the 
  Wodinist has learned. Additional Sagas can also be learned from ancient 
  Wodinist Ruins, or from stories shared by others. Only Wodinist Sagas 
  count toward the number of Sagas as required for promotion.
  Current Divisions and Commanders
      Cult of Thuris - A Cult that worships Thuris, the son of Wodin, 
  the first of the Trollhunters. Followers of this cult may also learn 2H 
  Hammer or Dual 2H Hammer combat styles, Dual 2H Hammer can 
  replace the Dual 2H Axe skill requirement for War Shaman. They are 
  based out of the Hamster city of Thrudvangr nestled in the northern 
  Fjords.
   
  Hans Jespersen - High Shaman of the Cult of Thuris, this 
  hamster is rather young for his current position but is popular for his 
  conservative views, encouraging Wodinists to follow the path of a 
  Trollhunter, creating one’s own tales to expand the religion.
      
  Cult of Nevsky - A Cult that believes Wodin has returned in the 
  body of Arctos Nevsky, the bear Prince of Novagrad. They are based out 
  of the city of Novagrad, trying to be as close to their object of worship as 
  possible.
   
  Asatru Wanes - One of the hamsters that discovered Nevsky 
  after the Battle of the Ice, Asatru founded this version of the cult in the 
  weeks during Nevsky’s recovery. Asatru Wanes now finds the cult losing 
  its population as Nevsky has regained his memories and continues to 
  refute his ‘god-hood’.
  
  167
  Common Missions/Plot Threads
  Ale Raid - Alcohol is a key feature of Wodinist celebrations and 
  storytelling. When the ale runs low, Wodinists often go forth and 
  raid local villages for beer. This may come in the form of actual raids, 
  pillaging the towns and stealing their liquor, or simply ‘invading’ the 
  local tavern, taking up more tables then necessary and carrying on into 
  the late hours with stories and boisterous laughter.
  Actual Raids - Combat is one of the ideals of Wodin and perfecting 
  oneself with the whirling of axes, brings a worshipper that much closer 
  to Wodin. Strategy is of little concern to Wodinists, they simply pick a 
  target and smite it and then return home sharing the story with others. 
  High Shamans may sometimes send others out on challenges, picking 
  a particularly formidable opponent, such as a single bear or wolf of the 
  Ursal Khanate, or an entire fortress of the Bubonic Knights. The exact 
  makeup of a raiding party can vary from a single hamster, to an entire 
  tribe, it just depends on the whims of the Wodinists.
  Pilgrimage - Each cult has a focal point of their beliefs, these may 
  take the form of ancient shrines, or major landmarks. For Thuris 
  Wodinists, the Thuris Fjord is a common pilgrimage point, while 
  for Nevsky Wodinists, attempting to catch sight of the Bear Prince 
  in Novagrad is a mission all its own. In any case, once arriving at the 
  pilgrimage site, Wodinists will perform their usual activities, until a new 
  story comes to them to share upon their return.
  
  168
  Campaigns
  This section provides a Game Master with a few ideas for basic 
  genres of campaigns to play in Historia Rodentia. Paired with the 
  Missions/Plot Threads from the organizations your players join, you can 
  easily craft a campaign that is relevant to each player. Everything below 
  is merely a suggestion of how to get a campaign started and not actual 
  rules.
  Types of Campaigns
  War Campaigns
  War is an ever present threat in the 19th Century. One might even 
  say that war never changes. With armies posturing across a field, heroes 
  must guide their nation to victory, or be overwhelmed by the oncoming 
  hordes. Playing a campaign like this usually requires Adventurers to be 
  from one or two nations at most to keep players on the same side of the 
  war.
  Political Campaigns
  Even when their soldiers are not on the battlefield, nations are still at 
  war, only on the political stage. The machinations of back room dealings 
  can change the world as much as any battle. Of course, choosing sides is 
  the first step and this can easily place players in opposite corners.
  Exploration Campaigns
  Colonialism is past its peak but there are still places in the world to 
  be found or explored. Adventurers can set sail with a crew and find what 
  is out there, visit foreign lands or colonies of their home nations. Their 
  vessel of choice could be a sailing ship or even a prototype airship or 
  submarine, created by one of the technology firms.
  Horror Campaigns
  There are horrible ancient things below the earth. Insects, or 
  Exomorphs to the people of Historia Rodentia, have slumbering hives 
  and megacolonies that spread across the planet. Modern industry is 
  beginning to run into these creatures again and few are prepared to fight 
  their massive numbers, or their horrific leaders.
  Classical Campaigns
  Sometimes an army or government is too grand a setting and a 
  classic ‘dungeon run’ is a great way to break up the pace. Some bandits 
  may have settled in an abandoned castle, or pirates have stolen a noble’s 
  daughter. Either way, a small band of Adventurers are the perfect option 
  for solving these problems.
  
  169
  Using Miniatures in Historia Rodentia
  In some situations, it is beneficial to have a visual representation of 
  where party members are located, mainly in combat. Miniatures help 
  give you visual guidance about who is where in a situation and should 
  be considered abstract rather then definitive. We recommend having the 
  GM draw out the frame work of where a combat is taking place (such as 
  a building or streets) and place miniatures down to show where players 
  and NPCs are located it. Combat and movement still follow the standard 
  rules. This is more for the benefit of players remembering where they are 
  located and what they are fighting.
  
  170
  Exonomicon
  Ignore the Bestiary section of the Legend Core Rulebook. The following 
  pages detail the horrible creatures you might encounter in Eutheria.
  Exomorphs
  The slumbering empire of the exomorphs is once again on the rise. 
  A relic of an ancient age, these carapaced, exoskeletal creatures share no 
  commonality with Eutherians or Reptilians. These creatures are of one 
  mind and it seeks to wipe all other life from the surface of the world. 
  Diplomacy will get you nowhere with most members of this ‘species’ as 
  their minds are not made for decision making. Only the rare few ‘royal’ 
  ranks of the Exomorphs can even coerce their underlings to mimic 
  Eutherian speech. With a sapient mind to focus them, Exomorphs can, 
  working in concert, form a collective speech pattern, able to weave their 
  chittering together into a horrible voice. Even if such a situation was to 
  arise, the sapient exomorph would be more likely to tell you of your 
  coming doom, then open discussion.
  Will O’Wisp - Firefly Exomorph
  Those that are searching for exomorph hives often know their 
  location by the Will O’Wisps that float about near tunnel entrances. 
  These tiny exomorphs buzz about emitting light as a warning system. 
  The unprepared should run before Legion exomorphs burst from below 
  to attack the invaders.
  Legion - Ant Exomorph
   
  Dice 
  Average 
  STR 
  2D6     7
  CON 
  2D6+4 12
  SIZ 
  2D4 
  5 
  Tiny
  INT 
  2 
  2
  DEX 
  2D6+4 12
  Combat Actions  
  2
  Damage Modifier 
  -1D4
  Movement 
   
  12m
  Strike Rank 
   
  +7
  Typical Armor: Chitin Carapace (2AP) No Armor penalty
  Traits: Hive Mind, Wall Walking, Formidable Natural Weapons
  Skills: Athletics 75%, Evade 40%, Perception 30%, Persistence 50%, 
  Resilience 60%, Stealth 25%, Track 85%
  Combat Styles
  Mandibles 40%, Sting 45%
  1D20 
  Hit Location 
   
  AP/HP
  1 
  Right Rear Leg  
  2/4
  2 
  Left Rear Leg 
   
  2/4
  3 
  Right Middle Leg 
  2/4
  4 
  Left Middle Leg  
  2/4
  5-9 
  Abdomen 
   
  2/6
  10-13 
  Thorax  
   
  2/7
  14 
  Right Front Leg  
  2/4
  15 
  Left Front Leg  
  2/4
  16-20 
  Head 
   
   
  2/5
  
  171
  Weapons
  Type 
   
  Size 
  Reach Damage 
  AP/HP
  Mandibles 
  M 
  M 
  1D8-1D4 
  As for Head
  Sting 
   
  S 
  T 
  1D6+Acid 
  As for Thorax
  Hive Mind
  Legion exomorphs are, as their name implies, a collective. Each 
  additional member of the legion provides +1 INT to the total group when 
  they are working in tandem to perform a task. For example, a group of 
  three Legion attacking the Adventurers have 4 INT (2 base, plus 2 for 
  the extra two legion). This affects their Strike Rank and Combat Actions. 
  A Hive Mind can be disrupted if a member of the group is killed. The 
  slayer should make a Heroic Command roll against the Legion’s 
  Persistence to attempt to disrupt this ability.  If successful, the INT value 
  reverts to 2 and all members gain a level of fatigue (maximum one level 
  from this effect). Hive Mind cannot be restored until combat is over.
  Sting
  This secondary attack can only be used after performing the Grip 
  Combat Manoeuvre with its mandibles. The Sting applies Strong acid in 
  addition to the normal damage it deals. Immediately after succeeding a 
  Grip Manoeuvre.
  Creature Notes
  Legion work with a swarm mentality, where each member is rarely 
  effective, enough bodies can move mountains. Legion make up the 
  bulk of the exomorph hive, performing duties as workers and soldiers. 
  Most encounters with exomorphs are with these swarming monsters. In 
  combat, Legion swarm their opponents, attempting to overwhelm them 
  with sheer numbers. Generally these should be seen as underlings, or 
  with General HP, rarely should they be fought as a singular threat.
  
  172
  Troll - Large Beetle Exomorph
   
  Dice 
  Average
  STR 
  2D6+12 19
  CON 
  2D6+12 19
  SIZ 
  1D6+12 15 
  Large
  INT 
  2         
   2
  DEX 
  1D6+6 10
  1D20 
  Hit Location 
   
  AP/HP
  1 
  Right Rear Leg  
  5/7
  2 
  Left Rear Leg 
   
  5/7
  3 
  Right Middle Leg 
  5/7
  4 
  Left Middle Leg  
  5/7
  5-9 
  Abdomen 
   
  5/8
  10-13 
  Thorax  
   
  5/9
  14 
  Right Front Leg  
  5/7
  15 
  Left Front Leg  
  5/7
  16-20 
  Head 
   
   
  5/7
  Combat Actions  
  2
  Damage Modifier 
  +1D4
  Movement 
   
  5m
  Strike Rank 
   
  +6
  Typical Armor: Chitin Carapace (5 AP), no Armor Penalty.
  Traits: Formidable Natural Weapons
  Skills: Brawn 75%, Athletics 40%, Evade 20%, Perception 50%, 
  Persistence 35%, Resilience 60%, Track 40%
  Combat Styles
  Mandibles 50%
  Weapons
  Type 
   
  Size 
  Reach Damage 
  AP/HP
  Mandibles 
  M 
  M 
  1D8+1D4 
  As for Head
  ----
  Jotnar - Huge Beetle Exomorph
   
  Dice 
  Average
  STR 
  4D6+12 26
  CON 
  4D6+12 26
  SIZ 
  1D6+20 24 
  Huge
  INT 
  2 
  2
  DEX 
  1D6+6 10
  1D20 
  Hit Location 
   
  AP/HP
  1 
  Right Rear Leg  
  6/10
  2 
  Left Rear Leg 
   
  6/10
  3 
  Right Middle Leg 
  6/10
  4 
  Left Middle Leg  
  6/10
  5-9 
  Abdomen 
   
  6/11
  10-13 
  Thorax  
   
  6/12
  14 
  Right Front Leg  
  6/10
  15 
  Left Front Leg  
  6/10
  16-20 
  Head 
   
   
  6/10
  Combat Actions  
  1
  Damage Modifier 
  +1D10
  Movement 
   
  8m
  Strike Rank 
   
  +6
  
  173
  Typical Armor: Chitin Carapace (6AP), no Armor Penalty.
  Traits: Formidable Natural Weapons
  Skills: Brawn 100%, Athletics 35%, Evade 20%, Perception 40%, 
  Persistence 35%, Resilience 70%, Track 40%
  Combat Styles
  Mandibles 50%
  Weapons
  Type 
   
  Size 
  Reach Damage 
  AP/HP
  Mandibles 
  M 
  M 
  1D8+1D10 
  As for Head
  Creature Notes
  One of the few Exomorphs that travel above ground, tales of Trolls 
  and Jotnar go back for centuries. These creatures, legend has it, emerge 
  from their caves to feed, crushing and destroying anything in their path 
  to a source of food. Every now and then, a farmer will find his fences 
  crushed, his crops uprooted and his steeds torn apart and fed upon but 
  he will swear he heard a storm batter his lands. In combat, the Trolls and 
  Jotnar use their bulk to charge through obstacles and crushing their prey 
  before feasting on it.
  
  174
  Pazuzu - Wasp Exomorph
  1D20 
  Hit Location 
   
  AP/HP
  1 
  Right Rear Leg  
  3/4
  2 
  Left Rear Leg 
   
  3/4
  3 
  Right Middle Leg 
  3/4
  4 
  Left Middle Leg  
  3/4
  5-7 
  Abdomen 
   
  3/5
  8-9 
  Thorax  
   
  3/6
  10-11 
  Right Wing 
   
  1/4
  12-13 
  Left Wing 
   
  1/4
  14 
  Right Front Leg  
  3/4
  15 
  Left Front Leg  
  3/4
  16-20 
  Head 
   
   
  3/4
  Combat Actions  
  2
  Damage Modifier 
  +0
  Movement 
   
  12m
  Strike Rank 
   
  +8
  Traits: Hive Mind, Flying, Wall Walking, Venomous Sting
  Typical Armor: Chitin Carapace (3 AP). No Armor Penalty
  Skills: Athletics 70%, Evade 50%, Perception 40%, Persistence 45%, 
  Resilience 45%, Track 50%
  Combat Styles
  Sting 40%, Small Maw 45%
  Weapons
  Type 
   
  Size 
  Reach Damage 
  AP/HP    
  Small Maw 
  M 
  T 
  1D4 
   
  As for Head
  Sting 
   
  S 
  T 
  1D4+1  
  As for Abdomen
  Hive Mind
  As the Legion Hive Mind Trait.
  Venomous Sting
  Application: Injected by Sting Attack
  Onset time:     1D12 Combat Rounds
  Duration:     6D10 minutes
  Resistance Time: The victim must make a Resistance roll at the Onset 
  Time. Failure indicates that Condition has taken effect
  Potency:     CON x5 + CON per additional sting.
  Resistance:     Resilience.
  Conditions: Agony. The venom initially causes the victim pain if the 
  first Resistance roll is failed. Even if the Roll is succeeded, further Stings 
  increase the potency, track the ‘duration’ of the venom until it wears off.
  Antidote/Cure: Antivenom. 
   
  Dice 
  Average
  STR 
  4D6 
  14
  CON 
  2D6 
  9
  SIZ 
  1D6+6 10 
  Tiny
  INT 
  2 
  2
  DEX 
  2D6+6 13
  
  175
  Creature Notes
  In ancient myths, Pazuzu were the demons of the sky, covering the 
  sun and hearkening the oncoming hordes. In the Rodeniad, the Avians 
  focused their war on these flying monsters, the only Exomorphs that 
  could reach their strongholds. Rare is the flying monster in modern times 
  but in places far from civilization, travelers tell of their fellow wanderers 
  being picked up from the trail by roaming shadows. In combat, Pazuzu 
  use their sting to cripple their opponents and then often grapple them, 
  carrying them off to their hives.
  
  176
  Diabolos - Mantis Exomorph
   
  Dice 
  Average
  STR 
  3D6 
  11
  CON 
  3D6 
  11
  SIZ 
  1D6+16 20 
  Very Large
  INT 
  3D6+4 15
  POW 
  3D6 
  9
  DEX 
  2D6+18 25
  1D20 
  Hit Location 
  AP/HP
  1 
  Right Rear Leg 
  3/5
  2 
  Left Rear Leg 
  3/5
  3-5 
  Abdomen 
  3/6
  6 
  Right Wing 
  3/5
  7 
  Left Wing 
  3/5
  8 
  Right Front Leg 
  3/5
  9 
  Left Front Leg 
  3/5
  10-12 
  Thorax  
  3/7
  13-15 
  Right Claw 
  3/4
  16-18 
  Left Claw 
  3/4
  19-20 
  Head 
   
  3/5
  Combat Actions  
  3
  Damage Modifier 
  +0
  Tactical Points  
  20
  Movement 
   
  12m
  Strike Rank 
   
  +20
  Typical Armor: Chitin Carapace (3 AP), no Armor Penalty.
  Traits: Formidable Natural Weapons, Wall Walking, Hive Leader, Fleet
  Tactical Abilities: Striking Leap I, Furious Maul, Faith I, Faith II, Just as 
  Planned
  Skills: Athletics 75%, Evade 50%, Perception 85%, Persistence 45%, 
  Resilience 70%, Stealth 50%, Track 35%, Heroic Command 40%, 
  Battlefield Awareness 40%, Language (Any) 50%, Lore (Exomorphism) 
  100%, Duty (Exomorphism) 80%
  Organization: Exomorphism (Officer)
  Combat Styles
  Claw 75%, Small Maw 60%
  Weapons
  Type 
   
  Size 
  Reach Damage 
  AP/HP
  Small Maw 
  M 
  T 
  1D8 
   
  As for Head
  Claw 
   
  L 
  VL 
  1D10 
   
  As for Right Claw
  Claw 
   
  L 
  VL 
  1D10 
   
  As for Left Claw
  Hive Leader
  The sapient leaders of the exomorphs are able to augment their  Hive 
  Mind followers. Any creatures with Hive Mind have a base +5 INT as 
  long as their Hive Mind rule is not interrupted. This ability overrides 
  another creature’s Hive Commander Trait and does not stack with Hive 
  Commanders or other Hive Leaders
  Chittering Madness
  Although Exomorphs may know languages, their physiology 
  does not allow them to make the same sounds as Mammals or 
  Reptiles. The only way they can ‘speak’ is by chorus, forcing a 
  
  177
  variety of exomorphs to each make the appropriate noise to mimic the 
  speech of a single creature. Such choruses are not a common occurrence 
  when encountering Exomorphs but can be arranged in extreme 
  circumstances. The sound of such choruses is also depressing and 
  horrifying to those that hear it. Listeners must make a Persistence check 
  to resist a level of fatigue.
  Creature Notes
  One of the leading species of the Exomorphs, Mantids are highly 
  intelligent and incredibly cunning. Although they would prefer to 
  let their legions of minions slaughter their foes, they are formidable 
  opponents in combat. Using their unnatural speed, they leap upon their 
  foes and, using their scythe-like forearms, slash repeatedly until their foe 
  stops moving. They will then continue in a sort of feral rage destroying 
  their opponents until they are the only creature left standing. They then 
  compose themselves and leave massacre scene.
  
  178
  Mephistophilis - Spider Exomorph
   
  Dice 
  Average
  STR 
  1D6+6 10
  CON 
  3D6+4 15
  SIZ 
  1D6+16 20 
  Very Large
  INT 
  3D6+4 15
  POW     3D6 
  9
  DEX 
  2D6+18 25
  1D20 
  Hit Location 
   
  AP/HP
  1 
  Right Fourth Leg 
  4/7
  2 
  Left Fourth Leg  
  4/7
  3 
  Right Third Leg  
  4/7
  4 
  Left Third Leg  
  4/7
  5-11 
  Abdomen 
   
  4/12
  12 
  Right Second Leg 
  4/7
  13 
  Left Second Leg  
  4/7
  14 
  Right First Leg  
  4/7
  15 
  Left First Leg 
   
  4/7
  16-20 
  Thorax  
   
  4/11
  Combat Actions  
  3
  Damage Modifier 
  +1D2
  Tactical Points  
  20
  Movement 
   
  12m
  Strike Rank 
   
  +20
  Typical Armor: Chitin Carapace (4 AP), No armor penalty
  Traits: Venomous Bite, Wall Walking, Hive Commander
  Tactical Abilities: Striking Leap I, Faith I, Faith II, Just as Planned
  Skills: Athletics 110%, Evade 40%, Perception 65%, Persistence 50%, 
  Resilience 60%, Stealth 85%, Track 40%, First Aid 30%, Healing 30%, Lore 
  (Exomorphism) 100%, Duty (Exomorphism) 80%
  Organization: Exomorphism (Officer)
  Combat Styles
  Bite 60%, Unarmed 75%,  Web 30%
  Weapons
  Type 
   
  SIZ 
  Reach Damage 
  AP/HP
  Bite 
   
  M 
  T 
  1D6+1D2 
  As for Head
  Unarmed 
  L 
  VL 
  1D10 
   
  As for Right First Leg
  Unarmed 
  L 
  VL 
  1D10 
   
  As for Left First Leg
  Web 
   
  L 
  L 
  Entangles 
  4/10
  Venomous Bite
  Application: Injected by Bite Attack
  Onset time: 1D3 Rounds.
  Duration: 1D3 Days.
  Resistance Time: Daily. The first Resistance roll must be made at the end 
  of the Onset Time, then daily thereafter. Successfully resisting the poison 
  allows the victim to avoid suffering the conditions until the next roll 
  must be made.
  Potency: 40+ CON of Spider.
  Resistance: Resilience.
  Conditions: Paralysis.
  Antidote/Cure: Healing skill with Antivenom.
  
  179
  Web
  The web is incredibly strong. All webs have 4 AP but the strength of 
  the web in Hit Points is equal to the spider’s own STR. Those caught in 
  the web suffer the effects of the Entangle Combat Manoeuvre, across 1D3 
  separate locations at the same time. If a victim is able to move across the 
  web, his movement is reduced by two thirds.
  Hive Commander
  Able to give basic commands to the Hive Mind exomorphs, a Hive 
  Commander gives a +3 INT bonus to Hive Mind exomorphs within 20m 
  of it. This Trait is overridden by Hive Leader and does not stack with 
  other Hive Commanders.
  Chittering Madness
  As the Diabolos Chittering Madness Trait
  Creature Notes
  A horrible cross between a torturer and a scientist, the rare 
  Mephistophilis exomorph steals victims in the dead of the night, having 
  paralyzed them with its venom. Such victims are only seen again in 
  the deep forests, dancing like marionettes, luring fellow villagers to 
  their doom. Rumors also say, those, who have sold their souls to the 
  Exomorphs, are contacted by Mephistophilis exomorphs, who carry 
  them away, or share their secrets. In combat this Exomorph lays webbing 
  across openings as traps, to slow down opponents so it can paralyze 
  them with its venom.
  
  180
  Black Queen - Ant Queen Exomorph
   
  Dice 
  Average
  STR 
  2D6        7
  CON 
  2D6+4 11
  SIZ 
  1D8+16 21 
  Very Large
  INT 
  3D6+4 15
  POW 
  3D6+4 15
  DEX 
  1D6+4 8
  1D20 
  Hit Location 
   
  AP/HP
  1 
  Right Rear Leg  
  5/7
  2 
  Left Rear Leg 
   
  5/7
  3 
  Right Middle Leg 
  5/7
  4 
  Left Middle Leg  
  5/7
  5-9 
  Abdomen 
   
  5/8
  10-13 
  Thorax  
   
  5/9
  14 
  Right Front Leg  
  5/7
  15 
  Left Front Leg  
  5/7
  16-20 
  Head 
   
   
  5/7
  Combat Actions  
  4
  Damage Modifier 
  +1D2
  Tactical Points  
  12
  Movement 
   
  4m
  Strike Rank 
   
  +12
  Typical Armor: Chitin Carapace (5AP), No Armor penalty
  Traits: March of the Black Queen, Formidable Natural Weapons, 
  Chittering Madness
  Tactical Abilities: Faith I, Faith II, Just as Planned
  Skills: Athletics 75%, Evade 40%, Perception 30%, Persistence 50%, 
  Resilience 60%, Stealth 25%, Track 85%, Lore (Exomorphism) 100%, Duty 
  (Exomorphism) 100%
  Organization: Exomorphism (Commander)
  Combat Styles
  Mandibles 40%
  Weapons
  Type 
   
  Size 
  Reach Damage 
  AP/HP
  Mandibles 
  M 
  M 
  1D8+1D2 
  As for Head
  March of the Black Queen
  The minions of the Black Queen number in the billions and when 
  she calls, they come to her side. As a Combat Action, the Black Queen 
  can summon 1D3+1 Legion from nearby tunnels, caves, or soft earth. If 
  any of these areas are not nearby, the Legion must travel from the nearest 
  tunnel, cave or soft earth to reach her. Any Legion that answer her call 
  have +3 INT which stacks with Hive Commander or Hive Leader. As 
  an alternative use of this ability, she can forgo summoning additional 
  Legion to give an additional Combat Action to each Legion already in 
  combat.
  
  181
  Chittering Madness
  As the Diabolos Chittering Madness Trait
  Creature Notes
  The supreme leaders of the Exomorphs, the Black Queens are near 
  immortal, with their identical spawn seeded throughout the world, 
  ready to hatch upon their death. Secreted away in a safe section of 
  the hive, the Black Queens constantly spawn new hellish minions. 
  This eternal pregnancy leaves them nearly defenseless and as such, 
  their honor guard of male Legion (regular HP rather than general or 
  underling) are always prepared to give their lives for their queens. In 
  combat, the Queen will attempt to keep her distance and continually call 
  for her minions to protect her.
  
  182
  A
  Ammunition  45
  Armor  47
  Artillery  40
  B
  Battlefield Awareness  26
  Black Queen  180
  C
  Calling in Favors  19
  Campaigns  168
  Cult of Wodin  163
  Cultures  13
  D
  Dedicated POW  17
  Deviation  41
  Diabolos  176
  Duty-Bound Companions  28
  Duty Improvement  19
  Duty(Specific Organization or Person)  
  19
  E
  Exclusive Organizations  74
  Exemplarism  25
  Exomorphism  76
  Exonomicon  170
  F
  Favor List  21
  Favor Render Time  20
  Federwerk Industries  154
  Firearms  40
  Fortress Adwaita  139
  H
  Hartnell Troughton Pertwee Medical 
  Institute  81
  Heroic Command  26
  Hit Locations  3
  I
  Increasing Favor Count  20
  Increasing Rank  74
  Items  48
  J
  Jotnar  172
  K
  Kiwi  50
  Knights Bubonic  86
  L
  Legion  170
  Lore(Specific Organization)  19
  M
  Magic  17
  Melee Weapons  39
  Mephistophilis  178
  N
  National Military  91
  Nazarinity  97
  O
  Organizations  74
  P
  Pazuzu  174
  Politics  18
  Pool of Favors  20
  POW  17
  Index
  
  183
  R
  Range Weapons  40
  Regaining Favors  20
  Riding Turtle  52
  S
  Siege Tortoise  54
  Sons of Sardus  125
  Species of Eutheria  4
  Species Template SIZ  3
  Squad Mate  26
  Starting Equipment  17
  Starting Money  12
  St. Cyrien Academy  109
  Swayed Companions  28
  T
  Tactical Actions  32
  The Aquitaran Foreign Legion  105
  The Assassin’s Guild  135
  The Civitan Trade Alliance  119
  The Empire of Aquitar  103
  The Hero Cult of Scyzas  143
  The Leaping Lancers  121
  The Skyguard  158
  The Sultanate of Scyzantium  133
  The Vandalands  152
  Time  12
  Troll  172
  Types of Companions  29
  U
  Undermining Inc.  115
  V
  Valkyr Mk. 1  56
  Venture Company  129
  W
  World Map  58
  Z
  Zarath  147
  
  Many thanks to Matthew Sprange and Mongoose Publishing for making 
  this book possible.
  
  A sourcebook for the Legend Roleplaying System, Historia Rodentia takes 
  you to the world of the Brushfire wargame. Animals go to war in a twisted 
  version of the 19th Century. For fans of history or parody, Historia Rodentia 
  provides a unique and rich setting that is easily expanded with your favorite 
  historical events!
  In this sourcebook you will find:
  • 
  A Campaign Setting for Brushfire’s regions of Eutheria and Reptilia, 
  alternate versions of Europe and the Middle East.
  • 
  Over 20 different playable species from 4 Nations.
  • 
  Over a dozen organizations including militaries, religions, and 
  technology firms.
  • 
  The Politics system, used to call in favors from your allies.
  • 
  The Exemplarism system, used to command soldiers in the field of 
  battle
  • 
  The Tactical Abilities system, replaces Magic and Heroic Abilities.
  MGP 6203
  US$19.99
  Historia Rodentia
  
SOURCE: textdata/thevault/Legends/Legend - Historia Rodentia.pdf