Orb of Whispers
Solve the riddles and secrets of a mystical world
Find yourselves buried in the conflicts of denizens from places lost
Across ancient temples and dark Corridors
A Thrilling historic fantasy world compatible with the Old-School board game
Dungeons & Dragons B/X Ruleset
Written by ZZ'Lord
Any use of third party content in the document is for personal, non-profit and entertainment purposes only.
Introduction
The Orb of Whispers invites you in the roads of wonder and danger, It is a world of Quest Seekers, mythical creatures and lost histories. Become entrepreneurs on this untamed world Rife with intrigue, secrets and magic. A land plagued by the indecisive nature of the passions at the midst of it's transition, where the minds of people are being tempered with the heated iron of change. Some defying change and seek comfort in the spoils of the past. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People know the area they live in well. They've heard stories of other places from merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forest unless they've been there themselves. Your adventures takes you through unexplored territory, ancient crypts and ecosystems of wild monsters who call castle rubble their home and eventually find yourselves entangled to conflicts that affect the agenda of vicious cutthroats and mighty factions.
New to old-school gaming?
Newer RPGs (i.e. post-2000) tend to work from a different set of design principles and have somewhat different play expectations than old-school games. Players who are familiar with newer RPGs but not with the old-school style of play may find these documents useful
Principia Apocrypha - Ben Milton, Steven Lumpkin, and David Perry
Quick Primer for Old School Gaming - Matthew Finch
Sources of inspiration
These books, films, and music inspired the creation of The Orb of Whispers They are a great place to pick up a mental portfolio for the adventure.
Films :
Peresvet & Osliambia - (Russian Orthodox Cartoon)
Δοξόμπους - Φώτος Λαμπρινός
Excalibur (1981) - John Boorman
The Mummy - Stephen Sommers
Witchfinder General - Michael Reeves
Books and art :
Conan the Barbarian - Robert E. Howard
Howard Phillips Lovecraft - Various Stories
The Wheel of Time - Robert Jordan
The Witcher - Andrzej Sapkowski
Olaus Magnus - art collection
Siyah Qalam "The Black Pen" - art collection
Κρύπτες & Καθάρματα (Crypts and Creeps) - Φώτης Ηλιόπουλος
Music :
Άγρια Φυλή
Synaulia - Music of Ancient Rome
Mythscribe - Wanderings Of Cursed Halls
FAIR WARNING!!
The Orb of Whispers was influenced by content from which may reflect ethnic, racial, and gender prejudice that were commonplace in times past, These depictions were wrong then and are wrong today but to do otherwise would be the same as claiming these prejudices never existed. diversity is a strength and it's a golden rule to make the table as welcoming and inclusive as possible!
Character Creation
Here you can find some additional rules for character creation.
Clothing
the character also are assumed to start the game with a set of plain clothes, i.e. a tunic, belt, a belt-pouch and a pair of shoes
Clothing | Cost |
---|---|
Gloves, leather | 5 gp |
Tabard | 5 gp |
Belt | 1 gp |
Hat, felt | 1 gp |
Hat, wide-brimmed | 1 gp |
Hat, fur (nomadic) | 1 gp |
Hat, luxurious | 25 gp |
Scythian cap | 5 sp |
Wool cape | 3 gp |
Cloak | 2 gp |
Boots, soft | 2 gp |
Boots, tough | 3 gp |
Boots, high | 3 gp |
Nomadic costume | 2 gp |
tunic | 5gp |
Tunic, decorated | 25gp |
Shoes, leather | 1gp |
Mantle | 3 gp |
Mantle, luxurious | 100 gp |
Name, Class and background
You may have been thinking about this all during the character creation process, but now it's time to give your character their name and class and background, traits which makes them a real character.
Choose a name carefully. It should represent the character in some way, or at least be a name you like.
Names can be what sound cool to you, playing on words or using literal names is a good way to go, further list of names can be found below.
Choose a class based on your resulted ability scores, The original classes can be found in the Basic Rulebook.
Demi-humans in the books are replaced by all new Demi-humans to fit the setting of the Orb of Whispers found on further pages, inside this rulebook you can also find new classes, The Human Beastmaster and Demi-Human Dragonborn.
Spells
If your character is a spellcaster, they will also need to equip themselves with the spells they know. Magic-users have one spell slot and know two spell at their first level of experience, while clerics learn their first spell at second level. Magic-users also need to have spell books to record the spells they know, The magic-user has two spells recorded in their spell book, Read Magic and one powerful magic spell which is rolled for. They obtain more spells as they gain levels.
d4 | Spell |
---|---|
1 | Charm Person |
2 | Magic Missile |
3 | Sleep |
4 | Shield |
A magic-user's first spell book is free, a gift of the wizard who taught them. Clerics do not need spell books.
Backgrounds
Whether the player characters have a future ahead of them is something uncertain, but each of them had a past. The background doesn't describe the character's current profession, which is of course that of an adventurer, but it gives us information about his life before he took to adventuring. For example, a character may once have been a noble, but has now lost his title or land and become an adventurer.
Acolyte
Acolytes belong to the clergy of a religion or cult. A priest has specialized knowledge about the cult he follows, while enjoying appreciation and respect among his co-religionists. The exact religion will be determined by the player in agreement with the DM and depending on the time. There is a 1 in 6 chance that the character belonged to a heretical faith.
Almsman
Almsmen are wanderers who, between various menial jobs and petty crimes, live primarily on the alms of others. While this was often due to some illness or misfortune that left them unable to work, the majority of adventurers with this background were simply louses or tramps raised on the streets.
Barbarian
The various barbarian tribes continue to survive isolated from civilization, in inaccessible mountains or dense forests. A barbarian may feel uncomfortable in a city, but they are hardy, courageous, and possess keen hunting and survival instincts. Characters with a barbarian background know the language of their tribe.
d6 | Barbarian tribe |
---|---|
1 | Hyperboreans |
2 | Varangians |
3 | Goths |
4 | Cimmerians |
5 | Alans |
6 | Xiongnu |
Bard
Itinerant teller of stories and legends. Their often exaggerated narratives are done in a figurative and artistic way and usually accompanied by a musical instrument. Bards frequent inns, celebrations and manorial courtyards.
A character with this background starts the game in possession of a musical instrument.
Bandit
Artisan
You are a seasoned craftsman, skilled in some specialized work requiring an apprenticeship. Those who practice such professions are usually organized in guilds that defend their interests and regulate their professional activities. The profession of a craftsman is determined by the table:
d66 | Artisan Specialization |
---|---|
11 | Potter |
12 | Baker |
13 | Perfumer |
14 | Tanner |
15 | Clerk |
16 | Executioner |
21 | Candlemaker |
22 | Locksmith |
23 | Jeweler |
24 | Barber |
25 | Scribe |
26 | Stonemason |
31 | Cook |
32 | Metallurgy |
33 | Engineer |
34 | Miller |
35 | Shipwright |
36 | Carpenter |
41 | Winemaker |
42 | Armorer |
43 | Innkeeper |
44 | Shoemaker |
45 | Farrier |
46 | Tailor |
51 | Saddlemaker |
52 | Ropemaker |
53 | Carpetmaker |
54 | Embalmer |
55 | Mason |
56 | Bowyer |
61 | Glazier |
62 | Butcher |
63 | Painter |
64 | Micrographer |
65 | Calligrapher |
66 | Mosaic Artist |
Burglar
Burglar or pickpocket. He knows about disguises and ambushes, as well as how to move around a city. He knows the underworld market, its people and ways. If a Thief has this background, they start out with Thieve's tools.
Charlatan
Cunning wandering swindler who lives at the expense of the naivete of others, using various tricks, lies and deceptions. He can be a card player, a professional con artist or a con artist of any kind. He is certainly the most suitable in recognizing his peers. A character who rolls this background must have at least a 10 in Intelligence, otherwise he ends up an Almsman.
d6 | Specialty |
---|---|
1 | Humbug |
2 | Quack Doctor |
3 | Cardsharper |
4 | Goldbricker |
5 | Swindler |
6 | Forger |
Escort
Escorts work alone or belong to a "house". If an Escort has a charisma of more than 15 it is considered that they were a concubine and belonged to the professional class. A concubine had well-to-do clients – often lords – so they are familiar with the ways of the nobility.
If the character with this background is a Magic-User, then they receive the spell Charm Person as an additional starting spell in their spellbook.
Exorcist
Specialist in wishes that aim to exorcise ghosts of lesser spirits and demons that are believed to cause bad luck, diseases, etc. Exorcists are in demand in the villages, and they wander around practicing their art.
If the character with this background is a Magic-User, then they receive the spell protection from evil as an additional starting spell in their spellbook.
Farmer
Farmers work in the countryside cultivating the land or raising animals. Some have their own estates, while others work as serfs for a lord. They are well versed in the weather, the cultivation of the land, and the care of various domesticated animals. The specialization of a farmer can be determined by this table:
d6 | Farmer specialization |
---|---|
1 | cultivator |
2 | cultivator |
3 | Vine grower |
4 | Animal Breeder |
5 | Shepherd |
6 | Apiarist |
Fisherman
Hermit
Monk
Your Character belongs to some religious or mystical order of an ascetic nature. His knowledge will be proportional to the monastic order he served. There is a 1 in 6 chance that he belongs to some mystical demonic sect.
Noble
Raised in some family castle, mansion or ancient courtyard. your character was probably heir to some title as well. A noble has received the basic classical education in history, rhetoric and philosophy. He knows horsemanship, fencing, and the rules of dueling, while he is also familiar with the coats of arms of lords, palatial manners, and court protocols.
Nomad
The life of the nomads is simple and their societies are of low specialization. Most are herders and live in camps consisting of a few families. They know excellent horsemanship, hunting, as well as the basics of survival in the wild. The various factions of the nomads often clash and are always ready for war. Characters with this background know the nomadic language. The tribe of origin of a nomad can be determined by the table:
d6 | Nomadic tribe |
---|---|
1 | Scythians |
2 | Sauromates |
3 | Massageteans |
4 | Pechenegs |
5 | Sarmatians |
6 | Semetchki |
Pirate
Schooled in the harsh life of the sea, of lawlessness and plunder. Well-traveled and with a proneness for tirades. They have many friends but also many enemies in the ports.
Ruffian
Violent, threatening bully. Act as a member of a gang or as a guard in notorious haunts such as brothels and taverns. He knows from intimidation, torture, bullying and harassment and is familiar with the criminal underworld.
Slave
There are several ways to fall into slavery: captivity, punishment, unbearable debt. A slave's skills and knowledge depend on the type of work he performs (usually of the manual type). Your character has developed patience and endurance in difficult conditions. Of course, he is now free or a fugitive. The following table will determine the type of slave:
d6 | Slave Work |
---|---|
1 | Heavy Worker* |
2 | Rower |
3 | Farmer slave |
4 | Pit fighter |
5 | Harem slave |
6 | Eunuch in noble service |
*Check the Heavy Worker Background
Soldier
Once member of a lord's army. Trained, disciplined and experienced in tactical combat. His management experience depends on his rank:
2d6 | Rank | Commanded |
---|---|---|
2-6 | Phalangite | - |
7-8 | Pentrarch | 5 men |
9 | Decarch | 10 |
10 | Dragonarch | 50 men |
11 | Kentarch | 100 men |
12 | Count | 500 men |
soldiers belong to the working class, unless they hold the rank of Count, in which case they are considered members of the aristocracy.
Scholar
Possesses remarkable knowledge of an academic specialty. Scholars are often high-ranking officials, magic-users, or advisers to lords. A scholar begins the game with pen, ink, a blank codex, and a treatise on his specialty (worth 50 Gold). The specialty of the scholar is determined by this table:
d6 | 1-3 | 4-6 |
---|---|---|
1 | Philosopher | Historian |
2 | Courtier | Theologian |
3 | Naturalist | Demonologist |
4 | Astrologer | Geographer |
5 | Mathematician | Alchemist |
6 | Orator | Physician |
Shaman
Mage-doctor of nomadic (1-3) or barbarian(4-6) origin. Your character knows stories and myths about the various spirits of nature. A specialist in traditional medicine, they treat diseases with herbs, purification ceremonies, the use of cymbals and even hallucinogenic substances.
Sailor
Names
Human and Dragonborn
1 (d66)
11 | Abella |
12 | Abram |
13 | Adda |
14 | Aeddon |
15 | Aida |
16 | Akiya |
21 | Alaric |
22 | Alban |
23 | Alina |
24 | Althus |
25 | Amara |
26 | Arasen |
31 | Artiga |
32 | Asha |
33 | Asher |
34 | Aveline |
35 | Avella |
36 | Bas |
41 | Basira |
42 | Bastien |
43 | Bataar |
44 | Beca |
45 | Beltran |
46 | Bevan |
51 | Brynn |
52 | Cadigan |
53 | Caldas |
54 | Cedric |
55 | Cera |
56 | Chandra |
61 | Chenda |
62 | Cortina |
63 | Dag |
64 | Del |
65 | Delkash |
66 | Delos |
2 (d66)
11 | Deshi |
12 | Edda |
13 | Elara |
14 | Eldryn |
15 | Eleri |
16 | Elli |
21 | Elstan |
22 | Emelyn |
23 | Eos |
24 | Erin |
25 | Esra |
26 | Euros |
31 | Fanir |
32 | Fara |
33 | Farina |
34 | Flint |
35 | Freya |
36 | Gethin |
41 | Ghalen |
42 | Gideon |
43 | Giliana |
44 | Glain |
45 | Glynn |
46 | Griff |
51 | Gwen |
52 | Haf |
53 | Haleema |
54 | Hennion |
55 | Hirsham |
56 | Ikram |
61 | Indirra |
62 | Irsia |
63 | Ishana |
64 | Isolde |
65 | Ithela |
66 | Jaggar |
3 (d66)
11 | Jebran |
12 | Jelma |
13 | Jihan |
14 | Joa |
15 | Kabeera |
16 | Kai |
21 | Kaivan |
22 | Kalidas |
23 | Kalina |
24 | Kanno |
25 | Kara |
26 | Kataka |
31 | Katania |
32 | Katja |
33 | Kato |
34 | Katrin |
35 | Kayu |
36 | Keeara |
41 | Keelan |
42 | Kendi |
43 | Kenrick |
44 | Keyshia |
45 | Khinara |
46 | Khulan |
51 | Kiah |
52 | Kimura |
53 | Kione |
54 | Kodroth |
55 | Kori |
56 | Kormak |
61 | Kotama |
62 | Kova |
63 | Kuno |
64 | Kuron |
65 | Kynan |
66 | Lago |
Tip: To turn a female sounding name into a male name, either remove a letter replace the ‘a’, ‘e’, ‘i’, etc. at the end with an ‘o’, ‘us’, ‘er’ or ‘on’ and vice versa.
4 (d66)
11 | Leela |
12 | Lestara |
13 | Lili |
14 | Lio |
15 | Loona |
16 | Lucia |
21 | Lucius |
22 | Mai |
23 | Makari |
24 | Malik |
25 | Masias |
26 | Mattick |
31 | Maura |
32 | Maya |
33 | Melia |
34 | Menna |
35 | Mila |
36 | Milva |
41 | Mira |
42 | Mona |
43 | Morell |
44 | Morgan |
45 | Morgana |
46 | Morien |
51 | Morter |
52 | Muna |
53 | Mura |
54 | Myrick |
55 | Myrtle |
56 | Nadira |
61 | Naila |
62 | Nakata |
63 | Nakura |
64 | Namba |
65 | Nan |
66 | Nanda |
5 (d66)
11 | Nazmi |
12 | Nekun |
13 | Nia |
14 | Nisus |
15 | Okoth |
16 | Owena |
21 | Padma |
22 | Parcell |
23 | Pearce |
24 | Pemba |
25 | Pendry |
26 | Perella |
31 | Qamar |
32 | Quinn |
33 | Ranna |
34 | Razeena |
35 | Reema |
36 | Reese |
41 | Reva |
42 | Rhian |
43 | Rhoddri |
44 | Rowena |
45 | Sabine |
46 | Sadia |
51 | Sarda |
52 | Sarria |
53 | Saskia |
54 | Sayer |
55 | Segura |
56 | Selva |
61 | Sendra |
62 | Seraphine |
63 | Serene |
64 | Servan |
65 | Setara |
66 | Shekhar |
6 (d66)
11 | Shona |
12 | Sibila |
13 | Sidan |
14 | Siorra |
15 | Sola |
16 | Solana |
21 | Tahir |
22 | Talan |
23 | Tallus |
24 | Tamara |
25 | Tarvin |
26 | Taylah |
31 | Tegan |
32 | Temir |
33 | Tessa |
34 | Themon |
35 | Thorne |
36 | Tio |
41 | Toran |
42 | Torgan |
43 | Torrens |
44 | Tristan |
45 | Ulric |
46 | Valeri |
51 | Verena |
52 | Vesna |
53 | Vigo |
54 | Wena |
55 | Willa |
56 | Wulan |
61 | Wynne |
62 | Yorath |
63 | Yuda |
64 | Zanita |
65 | Zhan |
66 | Zura |
Names
Other Races
Blemmy : 1 (d66)
11 | Atan |
12 | Baku |
13 | Banda |
14 | Bashtu |
15 | Bayara |
16 | Boulderheart |
21 | Buandu |
22 | Chaidu |
23 | Chony |
24 | Denua |
25 | Frostbeard |
26 | Grendar |
31 | Grimjaw |
32 | Grumthar |
33 | Hulgoth |
34 | Jaran |
35 | Javyn |
36 | Jochu |
41 | Kathos |
42 | Khashin |
43 | Khatir |
44 | Khutan |
45 | Kidha |
46 | Kira |
51 | Martu |
52 | Otaan |
53 | Othos |
54 | Qudan |
55 | Rokhan |
56 | Stonefist |
61 | Tanua |
62 | Temura |
63 | Thunderfoot |
64 | Thundrok |
65 | Tuban |
66 | Vorak |
Lupine : 1 (d66)
11 | Bagvor |
12 | Blightfang |
13 | Cedregg |
14 | Delk |
15 | Dirdarg |
16 | Dogul |
21 | Dudrurg |
22 | Gobmaw |
23 | Grimeflank |
24 | Griznak |
25 | Grumblegut |
26 | Ichor |
31 | Krab |
32 | Lumpeye |
33 | Mildeda |
34 | Minvas |
35 | Mite |
36 | Mule |
41 | No-Eyes |
42 | Pagg |
43 | Palelegs |
44 | Scabrot |
45 | Sickflank |
46 | Skrizzle |
51 | Slagwrench |
52 | Sludger |
53 | Slugmug |
54 | Smuglegs |
55 | Snaggletoe |
56 | Snik |
61 | Starrog |
62 | Targ |
63 | Urdus |
64 | Virdok |
65 | Wartooth |
66 | Zonde |
Madman : 1 (d66)
11 | Aghed |
12 | Bulfim |
13 | Bum |
14 | Bumph |
15 | Burzob |
16 | Dudagog |
21 | Durgol |
22 | Durzol |
23 | Eghuglat |
24 | Garshak |
25 | Grommash |
26 | Gulfim |
31 | Gutjja |
32 | Kragash |
33 | Lambug |
34 | Lash |
35 | Lugnak |
36 | Lurog |
41 | Morgul |
42 | Murob |
43 | Naghig |
44 | Nargol |
45 | Oodagh |
46 | Puiltag |
51 | Rukh |
52 | Shazgob |
53 | Shura |
54 | Smaghed |
55 | Sugha |
56 | Thrashok |
61 | Urgosh |
62 | Xarpug |
63 | Xugar |
64 | Yazgash |
65 | Zogar |
66 | Zugorim |
Tip: To turn a female sounding name into a male name, either remove a letter replace the ‘a’, ‘e’, ‘i’, etc. at the end with an ‘o’, ‘us’, ‘er’ or ‘on’ and vice versa.
Blemmy : 2 (d66)
11 | Ainiol |
12 | Andir |
13 | Anir |
14 | Aviel |
15 | Barduin |
16 | Barthiel |
21 | Bolvil |
22 | Boman |
23 | Brolin |
24 | Brundar |
25 | Dolgin |
26 | Dunna |
31 | Durnar |
32 | Fargrim |
33 | Gagin |
34 | Gimor |
35 | Glomin |
36 | Glondor |
41 | Gormir |
42 | Grimgar |
43 | Haldor |
44 | Kragh |
45 | Mavir |
46 | Norgrim |
51 | Ralgiol |
52 | Ratha |
53 | Rogrin |
54 | Rugur |
55 | Rulviel |
56 | Rulvir |
61 | Rumol |
62 | Rundur |
63 | Thonna |
64 | Thorgli |
65 | Thrum |
66 | Torag |
Lupine : 2 (d66)
11 | Bleat |
12 | Blister |
13 | Bogmaw |
14 | Burble |
15 | Chortle |
16 | Cluck |
21 | Cratch |
22 | Creak |
23 | Creech |
24 | Foulbelly |
25 | Gimble |
26 | Gloomgrasp |
31 | Glush |
32 | Gnarlback |
33 | Gnash |
34 | Grig |
35 | Groak |
36 | Grumblegore |
41 | Herk |
42 | Leech |
43 | Mongo |
44 | Muckjaw |
45 | Rattle |
46 | Scar |
51 | Scratch |
52 | Shush |
53 | Slar |
54 | Slith |
55 | Sludgefang |
56 | Slumberthorn |
61 | Snarltooth |
62 | Snuffle |
63 | Stoad |
64 | Vrusk |
65 | Wallow |
66 | Wartskin |
Madman : 2 (d66)
11 | Agul |
12 | Ahmad |
13 | Aznagul |
14 | Balagar |
15 | Bator |
16 | Bavaor |
21 | Balagar |
22 | Cahur |
23 | Dilba |
24 | Falavar |
25 | Galnara |
26 | Germa |
31 | Gheschar |
32 | Girsa |
33 | Gulnara |
34 | Hyrkal |
35 | Kazaor |
36 | Labat |
41 | Mala |
42 | Mathalga |
43 | Mathog |
44 | Mazohalun |
45 | Mettengem |
46 | Narangerel |
51 | Nefiz |
52 | Omurtag |
53 | Orasal |
54 | Pesken |
55 | Ruga |
56 | Swar-Kagor |
61 | Tuttizar |
62 | Ulba |
63 | Ullabat |
64 | Uzlok |
65 | Yrkelen |
66 | Zemfira |
Classes of the Orb
Human
Humans are widespread
across the Orb and appear in
a large variety of heights,
skin tones and hair colors
that range from cultures
and climates with light
tones being common and
darker tones being exotic.
They can specialize to any role which suits them and they are heavily driven to make the best out their short life span. determined to lead the Orb towards a greater future - no matter the cost. It's that ambition that keeps the Demi-humans at bay. While the Humans of the present appear to be honorable and sociable they have proven multiple times to be drawn towards selfish goals.
All human classes present in B/X are available as well as the Beastmaster class presented on later pages.
Class requirements
Class | Minimum Scores | Prime Requisite |
---|---|---|
Cleric | ─ | Wisdom |
Fighter | ─ | Strength |
Thief | ─ | Dexterity |
Magic-User | ─ | Intelligence |
Beastmaster | ─ | Strength & Wisdom |
Blemmy | Dexterity 9 | Strength & Constitution |
Lupine | Constitution 9 | Strength & Int. |
Charisma 9 | ||
Dragonborn | Constitution 9 | Strength |
Intelligence 9 | ||
Madman | Constitution 9 | Strength & Dex. |
Dexterity 9 |
Purchasing trained animals
Hunting Dog | Guard Dog | |
---|---|---|
Cost : | 40 gp | 120 gp |
Armor Class : | AC 7 | AC 6 |
Hit Dice: | 1 | 2 |
THAC0: | 19 | 18 |
Move : | (180')60' | (150')50' |
Attacks : | 1 bite | 1 bite |
Damage : | 1d6 -1 | 1d6 |
Save as : | fighter 1 | fighter 1 |
Morale : | 8 | 8* |
- if not bonded
Guard dogs need 3 to 8 weeks to bond with their master and trust him, Hunting dogs and Guard Dogs are trained to follow basic commands. They can be barded at regular barding price. Players may want to take guard dogs with them into the dungeon. The referee should not forget that dogs are noisy (their barking may trigger extra checks for random encounters), as well as that they fear strange monsters, large beasts and frighten the meek.
Languages
1 | Common |
2 | Nomadic |
3 | Archaic |
4 | Gloctic |
5 | Chthonic |
6 | Stygian |
7 | Demonic |
8 | Draconic |
Common : The ligua franca of The Orb
Nomadic : It is spoken by the various nomadic and barbarian tribes.
Archaic : It can be found in ancient ruins, Rarely spoken nowdays.
Gloctic : Unhistorical language of Madmen, ogres and Blemmyes.
Chthonic : It is spoken by the dryads, and the animal-like Demi-humans such as the Lupine.
Stygian : Language of the subterranean creatures that come from underground caves and dungeons. It is spoken by the Goblinoids, as well as the Troglodytes.
Demonic : It is spoken by demons and those who worship them
Draconic : The old spoken language of dragons, innately known by the Dragonborn.
Blemmy
Requirements : | Dexterity 9 |
Prime Requisite : | Intelligence, Strength |
Hit Dice : | 1d8 |
Maximum Level : | 14 |
Armor : | Leather, chainmail, shields |
Weapons : | Any |
Languages : | Alignment, Common, Gloctic |
Headless creatures, their facial features are placed on their bodies. Their mouths are large, vertical, and full of sharp teeth. They are large and, even without a head, reach up to 6'5 feet in height.
Blemmyes typically establish their own communities in the wilderness. They are known as powerful warriors with a strong resistance to every kind of hardship. Blemmyes also have a reputation for being slow-witted and literal-minded that is not entirely deserved, though it is true that they lack subtlety when compared to their smaller kin. They can be steadfast allies or unyielding foes.
They have a deep mistrust of the arcane due to the passing of events, how the pursuit of conquest and the corruption of the individual mind has always been manipulated by the force of magic.
Agile Fighting
As the blemmy becomes more adept in their ferocious might they gain a +1 AC bonus upon reaching 4th level. This increases to +2 at 6th level, +3 at 8th level, and +4 at 10th level.
Blemmy Skills
In the wilderness, Blemmyes can use the following skills with the chance of success shown opposite:
Climb sheer surfaces (CS) : Only applies to natural surfaces (e.g. tree trunks, cliff faces). A skill roll is required for each 100’ height to be climbed. Failure indicates that the Blemmy falls at the halfway point, suffering falling damage.
Hide in undergrowth (HD) : Requires the Blemmy to be motionless—attacking or moving while hiding is not possible.
Move silently (MS) : A Blemmy may attempt to sneak past enemies.
Combat
Blemmyes can use all types of weapons and can use leather armour, chainmail, and shields.
Cure Poison
In the wilderness, a Blemmy can gather herbs to concoct an antidote to natural poisons. This takes one turn per character to be cured. Each subject may make a second save versus poison to end the effects.
Fear of Arcane Magic
Blemmyes are mistrustful of arcane magic and will refuse to knowingly use or come under the influence of spells or magic items, however Blemmyes will accept divine magic or any other magic associated with their tribal religon.
Foraging and Hunting
A party with a Blemmye succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance
After Reaching 8th Level
A Blemmye can call upon other Blemmyes to form a great horde of warriors, numbering 250 per level above 7th. The warriors are 1st level fighters with basic combat gear. A horde can only be mustered for a specific purpose (e.g. attacking an enemy city, rescuing hostages, etc.). Once the purpose is achieved or abandoned, the horde disbands. Mustering a horde takes one week, and it remains for one week per level of the Blemmye.
Blemmye Level Progression
Level | Exp. | HD | THACO |
---|---|---|---|
1 | 0 | 1d8 | 19 |
2 | 2.500 | 2d8 | 19 |
3 | 5.000 | 3d8 | 19 |
4 | 10.000 | 4d8 | 17 |
5 | 18.500 | 5d8 | 17 |
6 | 37.000 | 6d8 | 17 |
7 | 85.000 | 7d8 | 14 |
8 | 140.000 | 8d8 | 14 |
9 | 270.000 | 9d8 | 14 |
10 | 400.000 | 9d8+2* | 12 |
11 | 530.000 | 9d8+4* | 12 |
12 | 660.000 | 9d8+6* | 12 |
13 | 790.000 | 9d8+4* | 10 |
14 | 920.000 | 9d8+6* | 10 |
*: Modifiers from Constitution no longer apply.
Blemmy skills chance of success
Level | CS | HD | MS |
---|---|---|---|
1 | 87 | 10 | 20 |
2 | 88 | 15 | 25 |
3 | 89 | 20 | 30 |
4 | 90 | 25 | 35 |
5 | 91 | 30 | 37 |
6 | 92 | 33 | 40 |
7 | 93 | 36 | 42 |
8 | 94 | 40 | 44 |
9 | 95 | 43 | 46 |
10 | 96 | 46 | 48 |
11 | 97 | 50 | 50 |
12 | 98 | 53 | 50 |
13 | 99 | 56 | 50 |
14 | 99 | 60 | 50 |
Saving Throws
D | W | P | B | S |
---|---|---|---|---|
10 | 13 | 12 | 15 | 16 |
10 | 13 | 12 | 15 | 16 |
10 | 13 | 12 | 15 | 16 |
8 | 11 | 10 | 13 | 13 |
8 | 11 | 10 | 13 | 13 |
8 | 11 | 10 | 13 | 13 |
6 | 9 | 8 | 10 | 10 |
6 | 9 | 8 | 10 | 10 |
6 | 9 | 8 | 10 | 10 |
4 | 7 | 6 | 8 | 7 |
4 | 7 | 6 | 8 | 7 |
4 | 7 | 6 | 8 | 7 |
3 | 5 | 4 | 5 | 5 |
3 | 5 | 4 | 5 | 5 |
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Rolling Skill Checks
All skills are rolled on d%, with a result ofless than or equal to the listed percentage indicating success.
Player Knowledge
The referee should roll for hide in shadows and move silently on the player’s behalf, as the character always believes the attempt to be successful. If the roll fails, the referee knows that the character has been noticed and should determine enemies’ actions appropriately.
Lupine
Requirements : | Charisma 9, Constitution 9 |
Prime Requisite : | Intelligence, Strength |
Hit Dice : | 1d6 |
Maximum Level : | 12 |
Armor : | Any, including shields |
Weapons : | Any |
Languages : | Alignment, Common, Chthonic |
Creatures with the head of a dog but with all other members of human appearance... they are tender like a man, When peaceful they behave like man, when furious they become cruel and retaliate on humankind.
Lupines prefer a more romantic, simple existence with the land, its wild beauty and creatures.
They rarely visit civilization, struggling to attach themselves with temporary events, They are either uncommonly patient or explosive with swiftly passing passions, thus they have developed an attachment towards more durable things such as athletic peak, sword and sorcery and inner completeness.
The head and fur pattern of a Lupine varies a lot among kin, dog-heads or jackal-heads appear to exist across different regions similar to their human skin and height.
Arcane Magic
Arcane Magic works as presented at p15 of Moldvays basic rulebook.
Spell casting: From 2nd level, Lupines gain the ability to cast arcane spells, owning a spell book in which the magical formula for the spells they know are recorded.
The level progression table (opposite) shows both the number of spells in the Lupine’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level Lupine has one spell in their spell book, selected by the referee (who may allow the player to choose).
Lupines have the same spell selection as magic-users. Using magic items: As spell casters, Lupines are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
Combat
Lupines can use all types of weapons and armour.
Smelling Through Doors
When listening for noise, Lupines have a 2-in-6 chance of success as they can substitute for their improved sense of smell.
Infravision
Lupines have infravision to 60’, Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air can be dimly seen by infravision.
After Reaching 9th Level
A Lupine has the option of creating a stronghold that will attract other Lupines from far and wide. Lupines from other communities will generally be friendly and may collaborate in times of war or disaster.
A Lupine ruler may only hire Lupine mercenaries. Specialists and retainers of any race may be hired.
Lupine Level Progression
Level | Exp. | HD | THACO |
---|---|---|---|
1 | 0 | 1d6 | 19 |
2 | 2.500 | 2d6 | 19 |
3 | 5.000 | 3d6 | 19 |
4 | 10.000 | 4d6 | 17 |
5 | 20.000 | 5d6 | 17 |
6 | 40.000 | 6d6 | 17 |
7 | 80.000 | 7d6 | 14 |
8 | 150.000 | 8d6 | 14 |
9 | 300.000 | 9d6 | 14 |
10 | 450.000 | 9d6+2* | 12 |
11 | 600.000 | 9d6+4* | 12 |
12 | 750.000 | 9d6+6* | 12 |
*: Modifiers from Constitution no longer apply.
Spells
Level | 1 | 2 | 3 | 4 |
---|---|---|---|---|
1 | - | - | - | - |
2 | 1 | - | - | - |
3 | 2 | - | - | - |
4 | 2 | - | - | - |
5 | 2 | 1 | - | - |
6 | 2 | 2 | - | - |
7 | 2 | 2 | - | - |
8 | 2 | 2 | 1 | - |
9 | 3 | 2 | 1 | - |
10 | 3 | 2 | 2 | - |
11 | 3 | 2 | 2 | 1 |
12 | 3 | 3 | 2 | 1 |
Saving Throws
D | W | P | B | S |
---|---|---|---|---|
12 | 13 | 13 | 15 | 15 |
12 | 13 | 13 | 15 | 15 |
12 | 13 | 13 | 15 | 15 |
10 | 11 | 11 | 13 | 12 |
10 | 11 | 11 | 13 | 12 |
10 | 11 | 11 | 13 | 12 |
8 | 9 | 9 | 10 | 10 |
8 | 9 | 9 | 10 | 10 |
8 | 9 | 9 | 10 | 10 |
6 | 7 | 8 | 8 | 8 |
6 | 7 | 8 | 8 | 8 |
6 | 7 | 8 | 8 | 8 |
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Madman
Requirements : | Constitution 9, Dexterity 9 |
Prime Requisite : | Strength & Dexterity |
Hit Dice : | 1d6 |
Maximum Level : | 10 |
Armor : | Leather, chainmail, shields |
Weapons : | Any |
Languages : | Alignment, Common, Gloctic |
Madmen occupy an uneasy place in a dangerous world, they exert morbid practices such as sacrifices and blood rituals in defiance of the Orb's ideals for Puritanism. taking comfort in their savage and uncouth ways, They are cunning in battle and cruel in victory lashing out at anyone they believe they can bully.
In Their zealous desire for power, Some Madmen stray away from their original tribe and seek the taste of blood and human flesh, they are referred as Man eaters
Madmen stand about 3'5 feet tall in their hunched position, they can stand around 5 feet at full height or even curl up to hide quite efficiently, they are covered head to toe in large strands of hair, wild Madmen have a distinct stench emanating from their fur, dress themselves with masks and wear ritualistic necklaces of phallic shaped objects, preferably made of bone.
Back-stab
When attacking an unaware opponent from behind, a Madman receives a +4 bonus to hit and doubles any damage dealt.
Combat
Madmen can use all types of weapons and can use leather armour, chainmail, and shields, they must be made to fit them however.
Infravision
Madmen have infravision to 60’, Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air can be dimly seen by infravision.
Retainer Distrust
Madmen often have difficulty gaining the trust of humans and demi-humans, due their chaotic tendencies. Retainers in a Madman's employ have their loyalty score reduced by one. (This does not apply to retainers who are also Madmen.)
Thieving Skills
Madmen can use the following skills, with the chance of success shown opposite:
Hide in shadows (HS) : Requires the Madman to be motionless—attacking or moving while hiding is not possible.
Move silently (MS) : A Madman may attempt to sneak past enemies unnoticed.
Pick pockets (PP) : If the victim is above 5th level, the Madman’s roll is penalised by 5% for every level above 5th. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim
Madman Level Progression
Level | Exp. | HD | THACO |
---|---|---|---|
1 | 0 | 1d6 | 19 |
2 | 1.800 | 2d6 | 19 |
3 | 3.600 | 3d6 | 19 |
4 | 7.000 | 4d6 | 19 |
5 | 14.000 | 5d6 | 17 |
6 | 28.000 | 6d6 | 17 |
7 | 60.000 | 7d6 | 17 |
8 | 120.000 | 8d6 | 17 |
*: Modifiers from Constitution no longer apply.
Madman skills chance of success
Level | HS | MS | PP |
---|---|---|---|
1 | 10 | 20 | 20 |
2 | 15 | 25 | 25 |
3 | 20 | 30 | 30 |
4 | 25 | 35 | 35 |
5 | 30 | 40 | 40 |
6 | 36 | 45 | 45 |
7 | 45 | 55 | 55 |
8 | 55 | 65 | 65 |
Rolling Skill Checks
All skills are rolled on d%, with a result ofless than or equal to the listed percentage indicating success.
Player Knowledge
The referee should roll for hide in shadows and move silently on the player’s behalf, as the character always believes the attempt to be successful. If the roll fails, the referee knows that the character has been noticed and should determine enemies’ actions appropriately.
Saving Throws
D | W | P | B | S |
---|---|---|---|---|
13 | 14 | 13 | 16 | 15 |
13 | 14 | 13 | 16 | 15 |
13 | 14 | 13 | 16 | 15 |
13 | 14 | 13 | 16 | 15 |
12 | 13 | 11 | 14 | 13 |
12 | 13 | 11 | 14 | 13 |
12 | 13 | 11 | 14 | 13 |
12 | 13 | 11 | 14 | 13 |
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
After Reaching 8th Level
A Madman can establish a bandit stronghold, attracting 2d6 apprentices of 1st level fighters, thieves, or Madmen. These apprentices will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful Madman might use these followers to start a Thieves’ Guild.
Beast master
Requirements : | None |
Prime Requisite : | Strength & Wisdom |
Hit Dice : | 1d6 |
Maximum Level : | 14 |
Armor : | Leather, chainmail, shields |
Weapons : | Any |
Languages : | Alignment, Common |
Beast masters are adventurers with a special connection to animals.
United in focus they work in partnership with an animal as its companion and friend.
Prime requisites:
A beast master with at least 13 in one prime requisite gets +5% to XP. If both STR and WIS are 16 or higher, the character gets a +10% bonus.
Animal Companion
A beast master may attempt to forge a bond with an encountered animal. If the attempt succeeds, the animal becomes the beast master’s loyal companion. Establishing a Connection The beast master must approach a single animal in a peaceful manner. The referee makes a reaction roll (see Encounters in Old-School Essentials). If the result is 8 or greater, the animal becomes the beast master’s companion.
Limitations
Type of animals : Both wild and domestic animals may be companions. Giant or magical animals may be companions at the referee’s discretion.
Maximum companions : A beast master may have up to one animal companion per experience level. The total Hit Dice of companions may not exceed the character's experience level.
Death or dismissal : If an animal companion dies or is dismissed, the beast master may attempt to forge a connection with a new animal.
Companions’ Behaviour : Once a connection is successfully established, the animal companion follows the beast master everywhere. It obeys basic commands from the beast master and will fight to defend the beast master, never checking morale.
Clairvoyance
After reaching 5th level, a beast master can see through the eyes of their animal companions, wherever they may be. This requires deep concentration.
Combat
Beast masters can use all types of weapons and can use leather armour, chainmail, and shields.
Identify Tracks
A beast master can identify the tracks and spoor of animals in the wild.
Reaction Modifier
A beast master gains a +1 bonus to reaction rolls made when interacting with animals, in addition to their Charisma modifier.
Beast master Level Progression
Level | Exp. | HD | THACO |
---|---|---|---|
1 | 0 | 1d6 | 19 |
2 | 1.800 | 2d6 | 19 |
3 | 3.600 | 3d6 | 19 |
4 | 7.250 | 4d6 | 19 |
5 | 15.000 | 5d6 | 17 |
6 | 30.000 | 6d6 | 17 |
7 | 60.000 | 7d6 | 17 |
8 | 120.000 | 8d6 | 17 |
9 | 240.000 | 9d6 | 14 |
10 | 360.000 | 9d6+2* | 14 |
11 | 480.000 | 9d6+4* | 14 |
12 | 600.000 | 9d6+6* | 14 |
13 | 720,000 | 9d6+8* | 12 |
14 | 840,000 | 9d6+10* | 12 |
*: Modifiers from Constitution no longer apply.
Speak with Animals
Animals understand the basic meaning of a beast master’s words.
From 2nd level : he beast master can also understand the speech of animals.
From 4th level : The beast master can communicate empathically with animals within sight, without the need for words. Communication with animals is always commensurate to their intelligence.
Saving Throws
D | W | P | B | S |
---|---|---|---|---|
11 | 12 | 12 | 15 | 16 |
11 | 12 | 12 | 15 | 16 |
11 | 12 | 12 | 15 | 16 |
11 | 12 | 12 | 15 | 16 |
9 | 10 | 10 | 13 | 14 |
9 | 10 | 10 | 13 | 14 |
9 | 10 | 10 | 13 | 14 |
9 | 10 | 10 | 13 | 14 |
7 | 8 | 8 | 11 | 12 |
7 | 8 | 8 | 11 | 12 |
7 | 8 | 8 | 11 | 12 |
7 | 8 | 8 | 11 | 12 |
5 | 6 | 6 | 9 | 10 |
5 | 6 | 6 | 9 | 10 |
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
After Reaching 9th Level
A beast master may construct a stronghold in the wilderness. Animals within a 5 mile radius of the stronghold will become friends with the beast master. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the beast master must protect the animals from harm.
Dragonborn
Requirements : | Constitution 9, Intelligence 9 |
Prime Requisite : | Strength |
Hit Dice : | 1d8 |
Maximum Level : | 10 |
Armor : | Leather, chainmail, shields |
Weapons : | Any |
Languages : | Alignment, Common, Draconic |
Dragonborn are tall, powerful demihumans with scaled skin and dragon-like heads. They typically weigh about 250 pounds and stand around 6’ tall. As reptiles, they reproduce by laying eggs.
A Dragonborn's color of scales as well as the properties of their breath are determined by their ancestor, unlike true Dragons, dragonborn do not have wings but they have tails three to four feet long and horns, with the shape determined by their Draconic ancestry
Dragonborn are the result of a macabre attempt of malevolent forces scratching to gain any foothold against the other nations, an attempt to make a war machine through a series of ancient blood rituals and transmogrifications upon humans, The process left almost all of the immortal agents of the Orb, the Dragons either traumatized or destroyed.
Greeted with stares and whispers, to see mistrust and fear in every eye: this is the lot of the Dragonborn and to twist the knife, Dragonborn know that this is because they are the reminder of a dark past. for which they and their children and their children’s children will always be held accountable.
Dragonborn subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, shunned by those who fear their heritage. where they grow up to be Mercenaries, thieves, or ruffians. Sometimes they live among other minority populations in enclaves where they are treated with more respect. However, They are known for their fierce loyalty and their love of hoarding gold.
Breath Weapon
Like dragons, dragonborn can exhale a breath weapon of destructive energy. The shape of the breath weapon and the type of damage it inflicts depend on the species of dragon that the character has an affinity with (see Draconic Bloodline).
Frequency of use: Up to 3 times per day.
Area: The size of the breath weapon depends on the shape:
- Cloud: 10’ wide, 15’ long.
- Cone: 15’ wide at the far end, 20’ long.
- Line: 5’ wide, 30’ long.
Damage: All caught in the area suffer damage equal to half the dragonborn’s current hit points (rounded up). A save versus breath is allowed for half damage.
Draconic Bloodline
Each dragonborn has an affinity with a specific species of dragons. This determines their breath weapon and the colour of their scales. The player should roll on the table below to determine the character’s draconic affinity.
d10 | Colour | Damage | Shape |
---|---|---|---|
1-2 | Black | Acid | Line |
3-4 | Blue | Lightning | Line |
5-6 | Green | Poison | Cloud |
7-8 | Red | Fire | Cone |
9-10 | White | Cold | Cone |
Dragonborn Level Progression
Level | Exp. | HD | THACO |
---|---|---|---|
1 | 0 | 1d8 | 19 |
2 | 3.000 | 2d8 | 19 |
3 | 6.000 | 3d8 | 19 |
4 | 12.000 | 4d8 | 17 |
5 | 24.000 | 5d8 | 17 |
6 | 45.000 | 6d8 | 17 |
7 | 95.000 | 7d8 | 14 |
8 | 175.000 | 8d8 | 14 |
9 | 350.000 | 9d8 | 14 |
10 | 500.000 | 9d8+2* | 12 |
*: Modifiers from Constitution no longer apply.
Combat
Beast masters can use all types of weapons and can use leather armour, chainmail, and shields.
Scales
A dragonborn’s scaly skin grants a -1 bonus to Armour Class when they wear no armor.
Dragon-affecting Magic
Dragonborn are affected by magic that specifically targets dragons (e.g. a sword +1, +3 vs dragons).
Dragon Affinity
Dragonborn gain a +1 bonus to reaction rolls when encountering dragons
Saving Throws
D | W | P | B | S |
---|---|---|---|---|
12 | 13 | 14 | 13 | 16 |
12 | 13 | 14 | 13 | 16 |
12 | 13 | 14 | 13 | 16 |
10 | 11 | 12 | 11 | 14 |
10 | 11 | 12 | 11 | 14 |
10 | 11 | 12 | 11 | 14 |
8 | 9 | 10 | 9 | 12 |
8 | 9 | 10 | 9 | 12 |
8 | 9 | 10 | 9 | 12 |
6 | 7 | 8 | 7 | 10 |
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Draconic Resistance
A dragonborn gains a +2 bonus to saving throws against the type of damage associated with their breath weapon.
After Reaching 9th Level
A dragonborn has the option of creating a stronghold that will attract dragonborn from far and wide. Dragonborn from other communities will generally be friendly and clans may collaborate in times of war or disaster.
A dragonborn ruler may only hire dragonborn mercenaries. Specialists and retainers of any race may be hired.
Test
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