Frost & Fur
Frost & Fur
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Frost and Fur
Introduction 7 Dwarves 33 Eskimo Trade 50
Cold Terrains 9 Subrace: Domovoi (Slavic) 33 Equipment 50
Cold Aquatic 10 Subrace: Dverge (Nordic) 34 Ice Age Trade 51
Cold Desert 11 Subrace: Keelut (Eskimo) 34 Nordic Trade 51
Cold Forest (Taiga) 12 Subrace: Prehistoric Dwarves 35 Slavic Trade 51
Cold Hills (Steppe) 13 Elves 35 Miscellaneous Items 51
Cold Marsh (Bog) 15 Subrace: Alfar (Nordic) 35 Table 5.2: Miscellaneous Items 51
Cold Mountains (Alpine Tundra) 16 Subrace: Leshii (Slavic) 35 Bedroll 51
Cold Plains (Tundra) 17 Subrace: Rmoahali (Ice Age) 36 Blanket 51
Cold Underground (Ice Caves) 18 Subrace: Tornrait (Eskimo) 36 Blanket, Winter 51
Environmental Hazards 19 Gnomes 37 Firewood 51
Arctic Climate 20 Subrace: Maahiset (Nordic) 37 Flint and Steel 51
Aurora (Arsarnerit) 20 Subrace: Polevoi (Slavic) 37 Shovel 51
Blizzard 20 Subrace: Swaxtiutid (Eskimo) 37 Solarsteinn 51
Daylight 20 Subrace: Toltec (Ice Age) 38 Sun Visor 51
Table 2.1 Aurora Effects 20 Half-Elves 38 Shelter 51
Fata Morgana 21 Subrace: Half-Rmoahali (Ice Age) 38 Table 5.3: Shelters 51
Fog 21 Subrace: Half-Tornrait (Eskimo) 38 Barabara 52
Sleet 21 Halflings 38 Farmhouse 52
Snow 21 Subrace: Katshimetsheshuat (Eskimo) 39 Igloo 52
Snowstorm 21 Subrace: Little Fist (Slavic) 39 Kagske 52
Table 2.2 Daylight 21 Subrace: Nisse (Nordic) 39 Longhouse 52
Temperature 22 Subrace: Prehistoric Halflings 39 Seder 52
Thunder Snow 22 Half-Orcs 40 Thrall’s Hut 52
Table 2.3 Average Temperature 22 Subrace: Half-Arulataq (Eskimo) 40 Tupik 52
Table 2.4 Firewood DCs 22 Subrace: Neanderthals (Ice Age) 40 Transportation 52
Wind Force 23 Subrace: Trollborn (Nordic) 40 Table 5.4 Transportation Table 52
Wind and Weather 23 Humans 40 Baidarka 52
Windchill 23 Culture: Aleut (Eskimo) 41 Dreki 52
Dangers 23 Culture: Inuit (Eskimo) 41 Faering 53
Dehydration 23 Culture: Norsemen (Nordic) 41 Karfi 53
Table 2.5 Wind & Weather 23 Culture: Prehistoric (Ice Age) 42 Kayak 53
Table 2.6 Windchill Effect 23 Inuit Glossary 42 Komatik 53
Hypothermia & Frostbite 24 Culture: Slavs (Slavic) 43 Scuta (Norse) 53
Table 2.7 Dehydration Modifiers 24 Culture: Tlingit (Eskimo) 43 Sexaering 54
Table 2.8 Potable Water 24 Classes 44 Skates 54
Table 2.9 Hypothermia Modifiers 25 Adventurer & NPC Classes 45 Skis 54
Snow Blindness 26 Adept 45 Umiak 54
Starvation 26 Aristocrat 46 Utapanashk 54
Sunburn 26 Barbarian 46 War Canoe 54
Tainted Water 26 Bard 46 Weapons 54
Table 2.10 Tainted Water 26 Cleric 47 Adze, Stone 54
Terrain Features 27 Commoner 47 Arrows 54
Crevasse 27 Druid 47 Axe, Hand 54
Glaciers 27 Expert 47 Axe, Refthi 54
Ice 27 Fighter 47 Axe, Sekir 54
Icebergs 27 Monk 48 Axe, Skeggox 54
Insect Cloud 28 Paladin 48 Axe, Stone 54
Moulin 28 Psion 48 Axe, Topor 55
Serac 28 Psychic Warrior 48 Bola 55
Snow Swamp (Faerie Ice) 28 Ranger 48 Bow, Cordage 55
Natural Disasters 28 Rogue 48 Table 5.5: Weapons Table 55
Avalanche 28 Sorcerer 49 Bow, Horned 56
Table 2.11 Avalanche Size 30 Warrior 49 Bow, Hunting 57
Icefall 31 Wizard 49 Bow, Medium 57
Jökulhlaup 31 Prestige Classes 49 Club, Bone 57
Lahar 31 Trade Commodities 50 Club 57
Races 32 Table 5.1: Commodities & Cost 50 Crossbow, Samostrel 57
2
Table of Contents
Dagger, Kinzhal 57 Kol’chuga 63 Freezer [General] 70
Dagger, Nosh 57 Kuyak 63 Galdralag [General] 70
Dart, Bone 57 Pantsir 63 Glimustaoa [General] 70
Firearm, Pishchal 58 Shields 63 Glutton [General] 70
Firearm, Ruchnitsa 58 Skin Armor 63 Handsome [General] 70
Flail, Kisten 58 Tarch 64 Height Advantage [General] 70
Harpoon 58 Teghily 64 Herse [General] 70
Javelin, Hardened 58 Wooden Plate 64 Hip Throw [General] 70
Javelin, Sulista 59 Yushman 64 Hot-Blooded [General] 71
Javelin, Wooden 59 Zertsaolo 64 Howling Rage [General] 71
Javelin 59 Skills & Feats 65 Hurled Return [General] 71
Knife, Double-Scramasax 59 Skills 66 Hypothermic Sleep [General] 71
Knife, Rock 59 Appraise 66 Ice Hearing [General] 71
Knife, Scramasax 59 Balance 66 Iceshoes [General] 71
Leister 59 Climb 66 Improved Armor Use [General] 71
Mace, Bulava 59 Craft (Alchemy) 66 Improved Balance [General] 71
Mace, Palista 59 Craft (Barkcraft) 66 Improved Disarm [General] 71
Mace, Shestoper 59 Craft (Scrimshaw) 66 Improved Draw [General] 72
Mace, Stone 59 Craft (Weaving) 66 Improved Knockdown [General] 72
Net, Grass 59 Craft (Woodwork) 66 Improved Ready [General] 72
Nu gag 59 Decipher Script 66 Jarl [General] 72
Pick, Chekan 60 Disable Device 66 Karl [General] 72
Pick, Klevets 60 Disguise 66 Knee Trip [General] 72
Polearm, Berdysh 60 Forgery 67 Konge [General] 72
Polearm, Sovna 60 Handle Animal 67 Lucky [General] 72
Rock, Throwing 60 Heal 67 Ofermod [General] 72
Spear, Hardened 60 Hide 67 Orphan [General] 72
Spear, Heptisax 60 Jump 67 Pack Awareness 73
Spear, Krokaspjót 60 Knowledge 67 Pack Communication 73
Spear, Rogatina 60 Knowledge (religion) 67 Pack Scout 73
Spear, Stone Head 60 Knowledge (riddles) 67 Pack Support 73
Spear, Thrusting 60 Listen 67 Podmet [Metamagic] 73
Spear, Wooden 60 Move Silently 67 Poison Resistance [General] 73
Spike, Bone 60 Open Lock 67 Redheaded [General] 73
Stick, Long 60 Perform 67 Reduce Cover [General] 74
Stick, Short 60 Ride 67 Retribution [General] 74
Sword, Konchar 60 Search 67 Returning Ammo [General] 74
Sword, Langsax 60 Sleight of Hand 67 Second Sight [General] 74
Sword, Long 61 Spot 68 Secret Mark [General] 74
Sword, Myech 61 Survival 68 Seer [General] 74
Sword, Sabel 61 Swim 68 Shapeshifting [General] 74
Sword, Shashka 61 Tumble 69 Simpleminded [General] 74
Sword, Shpaga 61 Use Rope 69 Ski Combat [General] 74
Tusk, Long 61 Feats 69 Skjaldborg [General] 74
Tusk, Short 61 Arnagneq [General] 69 Slide-By Attack [General] 75
Whip, Knout 61 Behead [General] 69 Snow Fight [General] 75
Whip, Nagyka 61 Cold Resistance [General] 69 Snowshoes [General] 75
Armor 61 Controlled Shiver [General] 69 Spear Catching [General] 75
Baidana 61 Crude-Wrestling [General] 69 Spear Throwing [General] 75
Bakhterets 61 Distance Swimming [General] 69 Speed Swimming [General] 75
Bone Plate 61 Elemental Spirit 69 Stigandi [General] 75
Bronya 61 Evil Eye [General] 69 Strandhugg [General] 75
Byrnie 61 Fast Healer [General] 69 Svinfylka [General] 75
Doshchatimi 61 Fearless [General] 69 Totem [General] 75
Furs and Skins 61 Ferocity [General] 70 Table 6.1: Totems 76
Hide 62 Find Another Foe [General] 70 Trel [General] 76
Table 5.6: Armor & Shields 62 Firearms Proficiency [General] 70 Tudab Seal [General] 76
Kalantar 63 Fire Resistance [General] 70 Tudab Fog [General] 76
3
Frost and Fur
Tudab Cure [General] 76 Control Snow 84 Snow Blindness 97
Una Tar Tuq [General] 77 Corpse Candle 84 Snowmen 97
Weapon-Catching [General] 77 Create Banishche 85 Snowstorm 98
Wind Sending [Metamagic] 77 Create Snow 85 Snow Walk 98
Youngest [General] 77 Crevasse 85 Steklo 98
Zagovory [Metamagic] 77 Detect Thief 85 Suck Poison, Greater 98
Modified Spells 78 Discern Tree 86 Suck Poison, Lesser 99
Abjuration 78 Elik 86 Sulia 99
Conjuration 78 Eyes of the Ice 86 Sundog 99
Evocation 78 Faerie Ice 86 Swan Swarm 99
Illusion 78 Finger Sacrifice 87 Syowae 99
Necromancy 78 Flesh to Ice 87 Thunder Arrow 100
Transmutation 78 Footprint Curse 87 Tlogwe 100
New Domains 78 Freezing Blade 87 Trap Spirit 100
Table 7.1: Ice Domain Spells 78 Freezing Hands 87 Vikhor 101
Ice 78 Gold to Corpse 88 Wall of Permafrost 101
Magic 78 Hibernate 88 War Fetter 101
Altered Spell Effects 79 Hiccup 88 Whiteout 101
Chill Metal 79 Huapsi 88 Windsong 102
Cone of Cold 79 Ice 88 Winter Depression 102
Control Weather 79 Iceballs 89 Monsters 103
Create Food and Water 79 Ice Bolt 89 Animals 103
Create Water 79 Ice Shape 89 Amortortok 103
Creeping Doom 79 Ice Walk 89 Arulataq 104
Endure Elements 79 Icicles 89 Atshen (Wendigo) 105
Grease 79 Ignite Fire 90 Bear, Brown 105
Ice Storm 79 Igloo 90 Bear, Iron 106
Insect Plague 79 Ilisiniq 90 Bear, Polar 107
O’s Freezing Sphere 79 Iordanka 90 Chalicothere 107
Protection from Energy 79 Krilaq 90 Chudo-Yudo 108
Ray of Frost 79 Ksewawq 91 Corpse Shroud 109
Resist Energy 79 Magic Snowball 91 Deer, Caribou 109
Sleet Storm 79 Mara Ride 91 Deer, Moose 110
Summon Swarm 79 Maturity Rite 92 Devil, Illness Imp 111
Transmute Rock to Mud 80 Meld Into Ice 92 Devil, Misery Imp 111
Wall of Ice 80 Mild Frostbite 92 Dire Armadillo (Doedicurus) 112
Water Walk 80 Mild Hypothermia 92 Dire Deer (Megaloceros) 112
New Spells 80 Moderate Frostbite 92 Dire Rhinocerous (Elasmotherium) 112
New Spellcasters 80 Moderate Hypothermia 93 Dire Sloth (Megatherium) 113
Akeutit 80 Move Snow 93 Dog, Hunting 113
Alfar Tune 80 Nerazmennyi Rubl 93 Dog, Sled 114
Anakua 80 Pass Unfettered 93 Dragon, Goryshche 114
Animal Resurrection 81 Paxala 94 Table 8.1: Goryshche by Age 115
Animate Ice 81 Petrification Geas 94 Table 8.2: Goryshche Abilities 115
Animate Snow 81 Prigovory 94 Dragon, Linnorm 116
Avalanche 81 Protection from Witchcraft 94 Table 8.3: Linnorm by Age 116
Avgo Regeneration 81 Razvodit 94 Table 8.4: Linnorm Abilities by Age 116
Bladder Dance 82 Reflect Enchantment 95 Draugr 117
Blunting Glance 82 Remove Hypothermia 95 Dvorlem 117
Boiling Transformation 82 Repel Ice or Snow 95 Elemental, Ice 118
Brain-Eating Ritual 82 Sbatatdaq 95 Firebird 119
Call Aurora (Arsarnerit) 83 Seithnhverfing 96 Fox, Arctic 119
Catch Soul 83 Severe Frostbite 96 Giant, Ice 120
Cave Painting 83 Severe Hypothermia 96 Giant Falcon 120
Commune With Animals 83 Shade Disposal, Greater 96 Giant, Syvatogor 120
Commune With Birds 84 Shade Disposal, Lesser 96 Golden Duck 121
Commune With Fish 84 Shaking Tent Ceremony 97 Golem (Copper Peasant) 121
Continuous Fire Ritual 84 Snowball 97 Golem (Snowman) 122
4
Table of Contents
Golem (Teresnhchka) 123 Table 8.10: Werefalcon 150 Claws of Climbing 160
Guardian Doll 123 Table 8.11: Wereraven 151 Clubs of Beating 161
Haugbui 124 Table 8.12: Werefrog 151 Coffer of Cows 161
Ice Drake 124 Vampire: Cold Stranger 152 Comb of the Mountain 161
Kainkutho 125 Wastlings 152 Deathwatch Penknife 161
Kam 126 Wight, Glacier 153 Deathwatch Ring 161
Ketta 126 Wishbeast 154 Deathwatch Tableware 161
Kosmatushka 127 Magic Items 156 Death Tooth 161
Mamaqa 127 Nordic Magic Items 156 Dolls of Delving 161
Mishtapeu 128 Helm of Awe 156 Ever-Roasting Goose 161
Morozko 128 Magical Weapon SA: Namekiller 156 Feather of Conjuration 161
Mummy, Aleutian 129 Magical Weapon SA: Rockslicer 156 Feather Staff 161
Muskox 130 Necklace of Protection 156 Firebird Feather 161
Nykur 130 Reindeer Hide 156 Goatskin Armor 161
Ooze, Freezescum 131 Ring of Guidance 156 Herbs of Sleep 162
Penguin 131 Shirt of Invulnerability 156 Horn of Armies 162
Pinniped, Seal 132 Shirt of Chilling 156 Horn of Mental Clouding 162
Pinniped, Sea Lion 132 Shirt of Warmth 156 Horn of the Woodlands 162
Pinniped, Walrus 133 Shirt of Invigoration 156 Hydra Slumber 162
Rusalka 133 Shirt of Sustenance 156 Kettle of Boiling 162
Ruskaly 134 Thor’s Hammer 157 Magic Mirror 162
Senmurv 135 Eskimo Magic Items 157 Magic Shirt 162
Shatter Kraken 135 Ambelan 157 Millstone of Plenty 162
Shmat Razum 135 Angakoq’s Drum 157 Mortar of Levitation 162
Singing Bun 136 Chilkat Blanket 157 Pennies of Wishing 162
Skakushka 137 Chilkat Shirt 157 Pin of Sleep 162
Snow Angel 137 Ibrukaon 157 Potion of Death 162
Sprite, Ice 137 Inugwak 157 Potion of Life 163
Strukis 138 Kikituk 157 Potion of Strength 163
Swan 138 Kwacmin 158 Potion of Transformation 163
Tapagöz 139 Lagekwa 158 Potion of Weakness 163
Treant, Ice 139 Magic Weapon SA: Scrimshaw 158 Purse of Plenty 163
Trow 140 Magic Weapon Special Ability: Story 158 Ring of Twelve Screws 163
Tupilak 140 Sayiws 158 Sack of Kindness 163
Tupiliq 141 Skudilitc 158 Sack of Punishing 163
Vodyanoi 141 Totem Pole 158 Seeds of Tree Growth 163
Voron 142 Slavic Magic Items 159 Self-Playing Gusli 163
Whale, Arctic 142 Apple of Beauty 159 Self-Stitching Embroidery Frame 163
Whale, Killer (Orca) 143 Apple of Horns 159 Sheepskin of Devil Protection 163
Wolf, Arctic 144 Apple of Sleep 159 Snuff of Strength 163
Wolverine 144 Apple of Youth 159 Spindle of Gold 163
Woolly Rhinocerous (Coelodonta) 145 Axe, Golden 159 Tablecloth of Food 164
Woolly Mammoth 145 Axe of Shipmaking 159 Towel of the Sea 164
Yek 146 Ball of Direction 159 Wafer of Sustenance 164
Template Creatures 146 Barrel of Finding 159 Whip of Spurring 164
Lycanthropes 146 Bogatyr Ashes 159 Whirlwind Slayer Sword 164
Table 8.5 Lycanthropes 146 Bowl of Blood 159 Whistle of Dancing 164
Werelion 147 Box of Glorious Gardens 159 Whistle of Djinni Calling 164
Wereswan 147 Bridge Kerchief 160 Ice Age Magic & Psionic Items 164
Weredove 147 Broom of Tracklessness 160 Melee Weapon SA: Vril Force 164
Wereeagle 147 Brush of Forests 160 Vril Ship 164
Werefalcon 147 Cabbage of Growth 160 Orichalcum 164
Wereraven 147 Cap of Invisibility 160 Norse Culture 167
Werefrog 147 Carpet of Transformation 160 Norse Classes 168
Table 8.6: Werelion 148 Carriage of Transportation 160 Godi 168
Table 8.7: Wereswan 149 Castle Casket 160 Vitki 169
Table 8.8: Weredove 149 Cauldron of Beauty 160 Table 10.1 Godi 169
Table 8.9: Wereeagle 150 Chisel of Direction 160 Voelva 171
5
Frost and Fur
Table 10.2 Vitki 171 Vali 196 Table 12.1 Cossack 212
Table 10.3 Voelva 173 Vidar 196 Koldun 212
Prestige Classes 174 Vor 196 Table 12.2 Koldun 214
Artificer 174 Yggdrasil 196 Volkhov 214
Table 10.4 Artificer 174 Campaign Hooks 196 Table 12.3 Volkhov 216
Berserker 175 Against the Gods 196 Prestige Classes 216
Table 10.5 Berserker 175 Raid! 196 Bogatyr 216
Glimumann 175 Against the Giants 196 Table 12.4 Bogatyr 217
Table 10.6 Glimumann 176 Exploration 196 Skomorokh 217
Stavmester 176 Eskimo Culture 195 Table 12.5 Skomorokh 218
Table 10.7 Stavmester 177 Classes 196 Vedma 218
Jomsviking 177 Angakoq 196 Table 12.6 Vedma 219
Table 10.8 Jomsviking 178 Table 11.1 Angakoq 197 Vorozhei 220
Leech 178 Prestige Classes 199 Table 12.7 Vorozhei 220
Table 10.9 Leech 179 Angatkungaruk 199 Znakhar 221
Weapons and Armor 179 Table 11.2 Angatkungaruk 199 Table 12.8 Znakhar 221
Monsters 179 Ibrukok 199 Weapons & Armor 221
Table 10.10 Monsters 179 Table 11.3 Ibrukok 200 Slavic Spells 222
Nordic Spells 179 Haldawit 200 Summon Nature’s Ally 222
Summon Nature’s Ally 179 Table 11.4 Haldawit 201 Monsters 222
Runecasting 180 Weapons & Armor 201 Pantheon 223
Herbs 189 Monsters 201 Dahzdbog 223
Table 10.11 Herb Availability 189 Table 11.5 Monsters 201–202 Khors 223
Pantheon 192 Eskimo Spells 202 Mokosh 223
Aegir 192 Summon Nature’s Ally 202 Perun 223
Balder 192 Pantheon 203 Simargl 224
Bragi 193 Amishkuapeu 203 Stribog 224
Forseti 193 Anguta 203 Campaign Hooks 224
Frey 193 Anikapeu 203 The Slavic Campaign 224
Frigga 193 Atshikash-napeu 203 Ice Age Culture 225
Fulla 193 Bird Masters 203 Prestige Classes 226
Gefjon 194 Eeyeekalduk 204 Arctic Nomad 226
Groa 194 Erkilek 204 Table 13.1 Arctic Nomad 227
Heimdal 194 Isitoq 204 Cryomancer 227
Hel 194 Kakuapeu 204 Table 13.2 Cryomancer 227
Hermond 194 Mashku 204 Tunnel Runner 227
Hoder 194 Mashkuapeu 204 Table 13.3 Tunnel Runner 228
Hoenir 194 Matshishkapeu 204 Weapons & Armor 228
Idun 194 Memekueshishkueu 204 Ice Age Spells 229
Iord 194 Missinaku 204 Summon Nature’s Ally 229
Kvasir 194 Papakashtshihku 204 Pantheon 229
Loki 194 Raven 204 Akhantuih 229
Lothur 194 Sedna 204 Belial 229
Magni 195 Sila 205 Monsters 229
Mani 195 Tootega 205 Danuih 230
Mimir 195 Tornassuk 205 Helio 230
Nanna 195 Tshiuetinush 205 Heliona 230
Njord 195 Uhuapeu 205 Khe-Ta 230
Ran 195 Campaign Hooks 205 Khiet-Sin 230
Rind 195 The Eskimo Campaign 205 Philaeia 231
Sif 195 Crossover Campaigns 206 Poseidon 231
Sigyn 195 Slavic Culture 207 Ta-Khu 231
Skadi 195 Races 208 Campaign Hooks 231
Sol 195 Bogatyri 208 Clan Survival 231
Surt 195 Blessed 209 A New Clan 231
Thor 196 Triglaz 210 Cavemen vs. Atlantis 231
Tyr 196 Classes 211 Index 232
Uller 196 Cossack 211
6
Introduction
The cold. Nowhere is a climate more inhospitable, more hostile, where the temperature can reach 80°F. Winds are harsher and
and more alien to humanity. It is nature at its worst and, but for blow from the arctic on a westerly angle.
those who can appreciate its chilling beauty it is nature at its most But ‘Frost and Fur’ doesn’t just detail rules on survival in the
glorious. This book explores just what it means to tread in knee- cold regions, it also examines the people who live there. Snap-
high snow, to struggle against blistering wind, and to huddle in an shots of different cultures from around the world provide a mul-
igloo when the temperature is well below freezing outside. titude of gaming opportunities for your campaign. If you don’t
The term “cold land” is a very broad definition that includes a know what to do with all these new rules, these campaign set-
variety of temperatures, climes, and terrain. Frost and Fur details tings are the perfect opportunity to introduce your gaming group
both the arctic and subarctic regions. For the purposes of this to a chillingly beautiful new land.
book, the arctic climate is defined as being 90 degrees to 66 Finally, ‘Frost and Fur’ is chock full of ideas. There are hundreds of
degrees in latitude and the subarctic is 65 to 51 degrees latitude. new feats, new spells, new monsters, and new rules to play with.
The arctic regions are those in both the northern and southern ‘Frost and Fur’ is a DM’s toolbox and a player’s survival guide. You
hemispheres where the temperature is generally so chillingly cold may even learn something about surviving in the cold yourself.
that it is uninhabitable except by the hardiest and most determined So cuddle up, grab a hot drink, and enjoy the adventure that the
creatures. Antarctica is covered with a sheet of ice. In the Arctic frozen lands have to offer!
the pole is capped by deep ice floating on the sea and all the land
north of the timberline is frozen. Winds usually blow from east to Although it was half-buried in rising snowdrifts and battered by
west, and during storms they can be quite strong. There are only shrieking winds so common to the southernmost parts of the
two seasons—a long winter and a short summer—the day varying frozen waste, one inn’s windows flickered with the light of a fire.
from complete darkness in midwinter to 24 hours of daylight at A tiny figure trekked its way across the unbroken waves of
white that stretched seemingly to infinity.
midsummer. Arctic summer temperatures can rise to 65°F, except
on glaciers and frozen seas, but drop in winter to as low as -81°F Inside, the warm, crackling fire and loud voices defied the
and are never above the freezing point. In the northern forests storm’s ferocity.
summer temperatures can reach 100°F, but high altitude drives “He is late,” said Shelikov. He was a ferret of a man with a pro-
winter temperatures even lower than in the arctic. Although sub- truding nose, raisin-like eyes, and a nearly lipless mouth. “I told
arctic climates have long winters, there is also a summer season you we should have picked a different promyshlenniki.”
7
Frost and Fur
Golikov was his antithesis. He was rotund, with wide doe eyes Aleksander’s food finally arrived. He grabbed one steaming
and a cherub’s face. When he smiled, it was an affront to his potato and bit into it like a fruit. All the while, he kept his gaze
childlike demeanor. “Baranov will come,” he muttered, his large on the two merchants.
eyes flickering occasionally to the door. “This is too much of a Golikov continued. “The past wars have left many lands
challenge for him to pass up.” unclaimed. The Ni’Shang continue to expand. For the moment,
“A challenge? Bah!” Shelikov smacked his mug of ale down on the the mountains are an effective border between our Torassia and
wooden table, unnoticed by the other raucous patrons. “He is the their Empire. But if they find a path across the Frozen Wastes to
greatest promyshlenniki, the greatest trapper Torassia has. He has the north, they will be able to trade with the other kingdoms. New
more than enough money, what can we offer him?” trade will bring added resources,” he sipped from his mug,
Golikov giggled, the folds of his face nearly engulfing his eyes. “allowing them to compete for our land.”
“Something no one else can offer him—something more than the Aleksander picked bits of potato out of his beard. “And you
money you and I crave, my merchant friend, a new conquest.” wish me to enter the Frozen Wastes? That is madness.”
Shelikov slurped at his drink, his pointed nose dipping into its “Only,” Golikov interrupted, as Shelikov was about to speak, “to
contents. “These promyshlenniki are madmen. You wouldn’t lesser men.” He produced an official-looking seal from one of
find me out there.” He gestured with his mug at the snow-cov- his many furred pockets. “Look here.” They assumed Alek-
ered window. sander could not read. The easily recognizable seal was proof of
Golikov chuckled. “And yet here we are, in this God-forsaken the Tsar’s support for the illiterate.
place. Think about it: when we have made all the money we can, Aleksander squinted at the seal, as if by staring at it long
when we live like kings in gold-covered halls, what then?” enough he could discern its authenticity. In truth, Aleksander
Shelikov narrowed his eyes. “Then I will enjoy it.” had never seen it before.
“Will you?” Golikov’s eyes sparked. “Will you really? The thrill “We will supply the ship and the crew. All you need do is find
of life is in the fighting. Some men fight harder than others. a passage through the Northern Wastes. Do that, and Torassia
Baranov lives for the hunt. He will come.” will be able to expand its borders and restore the Mother Coun-
try to her former glory.”
As if in response to Golikov’s summons, the door burst open.
The hulking figure that framed the doorway hesitated only a “I am not a fool,” Aleksander said slowly.
moment. Then he strode over to the merchants, shedding his “You will be made a Court Counselor of the seventh rank.” Such
large fur coat and mittens. Although he had shed his outer a promotion to anything over the eighth rank in the Torassian
garments, it was difficult to distinguish where the clothes hierarchy meant he would be initiated into hereditary nobility.
stopped and the man started. His face was a furry explosion of “But if fame is not enough—” Golikov jostled Shelikov, who
wavy walnut hair. His beard framed full lips, his moustache came out of his stupor long enough to produce another scroll
underlined a thick nose, and thick caterpillars of hair topped from his coat. He cleared his throat and began to read it, “By
his brow. Yet, despite the depth of his face, his unnatural blue the order of the Tsar, Aleksander Ivanovich Bar”
eyes were impossible to ignore.
Aleksander plucked it out of Shelikov’s hands. His eyes
Shelikov squirmed and looked to Golikov for support. The trap- scanned the text. “Only five thousand rubles?”
per was at least six feet in height.
“That’s just for considering it!” Golikov said hastily as he took
Immediately sensing their weakness, he sat down. “So!” he roared, out a roll of ten 500-ruble banknotes. He slammed them down
startling Shelikov. “These are the merchants who will hire the on the table. “Twice that if you succeed!”
greatest promyshlenniki in the realm?” He winked at the serving
wench, who disappeared to fetch his usual meal. Aleksander dropped the scroll and scooped the bank notes up
with one meaty paw. “Fine.”
“And you are?” Golikov asked with a smirk on his face.
Shelikov stopped holding his breath.
“Hungry!” He bellowed over his shoulder, “Move faster,
woman, or I’ll eat these two merchants instead!” “But,” “But?” Shelikov squeaked.
Shelikov’s eyes flickered to Golikov for reassurance. “It is my ship. I run it all. You recognize me as the final
authority. I receive twenty five percent of all profits made from
“I am Golikov and this is Shelikov. We have been hired by the all colonies I establish. I will write up a document that you
Tsar.” When no introduction was forthcoming, Golikov offered, will sign and you will get the Tsar to sign it. Meet back here in
“You must be Aleksander.” one week.”
Aleksander pursed his lips at the mention of the Tsar. “I am Golikov blinked. Shelikov stuttered, “F-fine.” Shaken, the two
Aleksander Ivanovich Baranov! What business has the Tsar merchants fled Aleksander’s presence.
with me?”
When the serving wench came to clean up the plates, Alek-
Golikov made a steeple of his fingers. “You are so famous that sander announced his departure by the slam of the inn’s door
word has reached the Tsar’s ears, hundreds of miles south from behind him. The other patrons were agog at her tip—two 500-
here. He sent us,” he gestured at Shelikov, who was trying to rouble banknotes.
shrink into his chair, “to speak on his behalf for a very impor-
tant purpose.”
8
Cold Terrains
They were in a narrow valley well known for the wandering Nareyklak arrived moments later, out of breath. “Grandfa-
caribou herds that habitually crossed it. Although ther!” he shouted, “You got two!”
Kanereyklak’s grandson Nareyklak, or “little bow”, was not
Two caribou lay dead, both of their skulls pierced through
yet fourteen, his voice was strong, and his imitation of a
the ear.
wolf’s howl was flawless. He bayed at the top of his lungs,
frightening the herd that topped the hill. Kanereyklak was an exception amongst his tribe. His
archery skills were unparalleled. Most of his people could
Kanereyklak sprinted to the narrow end of the valley and
only hunt caribou with bow and arrow at a range of sixty
hid, moving a few large stones in front of him for better con-
feet. He had felled two at over one hundred feet.
cealment. Then he took his bow and arrows from his sealskin
quiver and half-kneeled, with his left leg straight out and Nareyklak immediately prepared to butcher the caribou
his right knee a little above the ground. with his own short knife, but Kanereyklak stopped him with
a gesture.
Kanereyklak’s name meant, “frost bow,” from the white bow
he always carried. It was a composite bow, made of musk- “The tutchone’s inua has not yet been released.” The young
ox horn and caribou antlers. The full length of the bow was boy blinked at him and then nodded.
reinforced with a backing of plaited sinew. “We must always respect the tutchone’s inua. If we do not,
Kanereyklak knocked an arrow with a wooden shaft and a Tornarssuk will be displeased, and there will be no more
long, barbless bone point. He pulled the bowstring back with tutchone to hunt.”
seasoned precision. As the caribou broke into a gallop, Each animal had a spirit associated with it that lived inde-
Kanereyklak fired one arrow and then smoothly knocked pendently of its physical host. For the caribou’s spirit to be
and fired another. The thundering caribou hooves churned reincarnated into another caribou, it needed to be released.
up snow as they rumbled past him.
9
Frost & Fur
Only then would Tornarssuk allow it to reincarnate into “Torassia,” Aleksander responded in his thick, clumsy
another caribou so that they might be hunted again. accent. “My ship was exploring the Northern Wastes for a
faster trade route to Ni’Shang.”
Kanereyklak slit the first caribou’s throat. He nodded to
Nareyklak, who did the same with the other carcass. Then Kanereyklak could tell the man was holding something
they set to work butchering the corpses. back.
They took great care in the skinning the animals and the “Come in, get warm. There will be enough time for talk.”
removal of the precious sinew, which could be used for more
There is a wide range of terrains that can be classified as a “cold
bowstrings. They separated the thigh- and shinbones, the fil-
land.” This chapter details each terrain type, its flora and fauna,
lets and tongues. Grandfather and grandson enjoyed the
resources, and random encounter tables.
caribou eyes on the spot, gulped some of the raw meat, and
began burying the carcasses under piles of stones for later
consumption.
A shout turned them both around to view. It was one of
Cold Aquatic
Kanereyklak’s sons. Cold oceans have a polar climate characterized by persistent
cold and narrow annual temperature ranges. Their winters suffer
“We found an adlait on the shore!” he shouted, “Come back
from continuous darkness, cold and stable weather conditions,
to the village, we do not understand the stranger’s tongue!”
and clear skies. Conversely, typical summers are flooded with
Kanereyklak pursed his lips. “Finish here with your father,” he continuous daylight, damp and foggy weather, and weak
said to Nareyklak as the boy’s father ran down to join them. cyclones with rain or snow.
Kanereyklak turned to go. As an afterthought, he turned Drifting polar icepacks that average about 12 feet in thickness
back and picked up his sealskin quiver. Then he marched perpetually cover cold oceans. This icepack nearly doubles in
off in the direction of the village. size during the winter and can reach other landmasses. Near the
cold lands, icebergs are common. Carved from glaciers, icebergs
When Kanereyklak arrived, a crowd had gathered around
are temporarily inhabited by birds and sea mammals.
the stranger. Clad in fur skins, he had the haggard, desperate
look of a man who was out of his element. It was the pitiful
look of a prideful man, a white man in an inferior position.
He was shouting and gesturing, desperate to be understood.
Nobody noticed Kanereyklak as he made his way through
the crowd. “Do you understand Southern?” he asked in the
language of the Ni’Shang Empire. The crowd fell silent.
The stranger was powerfully built, despite his obvious tra-
vails. He was clearly a trapper, as his clothes consisted of
skins Kanereyklak did not recognize. His entire face was
covered with a great, bushy beard and moustache. Sparkling
blue eyes offset his beetling brow.
A southerner for sure. Kanereyklak had met many peoples
and traveled to many lands, but he had never encountered
trappers who knew how to survive in the Northern Wastes.
A look of shock passed over the man’s face “I do. You are…”
he hesitated, “from Ni’Shang?”
The flicker of concern that penetrated the man’s expression
piqued Kanereyklak’s interest. What did this man have to
fear? Kanereyklak shifted his weight to reassure himself of
his bow’s presence in its quiver.
“I am Kanereyklak,” he said, “this is our village.” Diversity
The man nodded, shivering. “I am Aleksander. I have come Sea mammals are common in cold oceans, including seals,
a very long way. I fell overboard at sea and made it this far whales, and porpoises. Birds are also frequent, although the most
inland.” common inhabitant is the penguin. Several Eskimo cultures
Kanereyklak looked at Aleksander curiously. “Where are revolve around life on the cold ocean and are extremely profi-
you from?” cient whalers and seal-hunters.
10
Cold Terrains
Table 1.1: Cold Aquatic Encounters Table 1.2: Cold Desert Encounters
Encounter D% Day D% Night Encounter D% Day D% Night
Animal, Arctic Whale 01–08 01–08 Animal, Arctic Fox 01–04 01
Yek 09–10 09–10 Animal, Arctic Wolf 05–10 02–07
Chudo–Yudo 11–14 11–14 Animal, Badger 11–12 08
Vodyanoi 15–16 15–16 Animal, Bat 13–14 09–11
Animal, Huge Shark 17–18 17–18 Animal, boar 15–18 12
Animal, Killer Whale 19–24 19–24 Animal, Cat 19–23 13–18
Animal, Large Shark 25–30 26–30 Animal, Hawk 24–28 19
Animal, Medium–size Shark 31–38 31–36 Animal, Lion 29–34 20
Animal, Penguin 39–46 37–40 Animal, Owl 35–40 21–26
Animal, Porpoise 47–54 41–48 Animal, Rat 41–46 27–32
Animal, Sea Lion (Pinniped) 55–60 49–50 Bugbear 47–48 33–35
Animal, Seal (Pinniped) 61–68 51–54 Dire Animal, Rat 49–51 36–38
Animal, Walrus (Pinniped) 69–76 55–58 Dire Animal, Wolf 52–54 39–41
Elemental, Ice 77–78 59–60 Dog, Sled 55–60 42
Dragon, Goryshche 79–80 61–63 Frost Worm 61–64 43
Giant, Ice 81–82 64–64 Giant Owl 65 44–46
Dragon, Linnorm 83–84 65–66 Goblin 66–69 47–50
Rusalka 85–86 67–74 Gorgon 70 51–53
Strukis 87–88 75–78 Griffon 71 54
Human, Eskimo 89–90 79–80 Harpy 72 55–57
Ice Drake 91–92 81–82 Hobgoblin 73 58–60
Kraken 93–94 83–88 Manticore 74 61–63
Shatter Kraken 95–96 89–90 Medusa 75 64–66
Sprite, Ice 97–98 91–92 Ogre 76–81 67–72
Troll, Scrag 99–100 93–100 Orc 82–85 73–76
Pegasus 86 77
Resources Remorhaz 87 78
Marine mammals and, by proxy, their furs are the most valu- Troll 88–90 78–81
able resource. Whale blubber and ivory is also a commodity in Vampire, Cold Stranger 91 82–84
demand. Vermin, Huge Monstrous Centipede 92–93 85–86
Vermin, Large Monstrous Centipede 94–98 87–92
Winter Wolf 99 93–96
Zombie 100 97–100
Cold Desert
A cold desert? Contrary to popular belief, deserts don’t have to Diversity
be covered by sand nor do they have to be hot; they just have to The plants are widely scattered. In areas of shad-scale, about 10
lack available moisture. Many cold deserts occur so far from the percent of the ground is covered, but in some areas of sagebush
sea that moisture-laden winds never reach them. Also, if the it approaches 85 percent. Plant heights vary between 6 inches
water is locked up in ice, it produces the same effect as no water and 4 feet. Spiky-leaved deciduous plants dominate the terrain.
at all. Cold deserts feature small mountain ranges broken by
Widely distributed animals include jackrabbits, pocket mice,
wide valleys, rolling plains, outwashes and hummocks. Cold
grasshopper mice, kangaroo rats, kangaroo mice, antelope,
desert temperatures in winter range from 28°F–38°F and in the
badger, kit fox, and coyote. Deer are found only in the winter.
summer 70°F–79°F.
Other creatures include the bactrian camel, gazelle, short-toed
The winters can receive quite a bit of snow. The typical annual larks, snow leopard, jerboa, lizards, onager, cat, gecko, gerbil,
precipitation ranges from 6–10 inches, although annual precipi- beetles, blue hill pigeon, desert wheatear, bear, sandgrouse, wild
tation can be as much as 18 inches or as little as 31/2 inches. The mountain sheep, and wolf.
heaviest rainfall of the spring is usually in April or May. In some
Cold deserts don’t have much to offer other races. Usually only
areas, rainfall can also be heavy in autumn. The soil is heavy,
human barbarians, orcs, and by proxy their half-orc kin, are
silty, and occasionally salty. It contains alluvial fans where soil is
found in this most inhospitable of lands.
relatively porous and drainage is good so that most of the salt
has been leached out.
11
Frost & Fur
12
Cold Terrains
Diversity the red squirrel, hoards mushrooms, nuts, and cones to see them
through the winter. They can bury up to 200 pinecones in a day.
The taiga has limited diversity as a result of its very short grow-
ing season. This extends to fauna as well. However, there are Wood elves are the most likely intelligent race to inhabit a taiga,
still variations amongst the foliage due to the permafrost layer, building their homes at the base of trees in underground snow
altitude, drainage, and other factors. Moister climates are the hillocks.
province of spruces while harsher, colder conditions breed only
the hardiest larches and conifers.
Over two thirds of taigas can be permafrost, permanently frozen
soil that roots can barely penetrate. This means the water
remains locked in the soil, making the land drier to plants than
some deserts. Conifers thrive in this environment because of the
adaptability of their greenery. The small surface area of conifer
needles retains heat but exposes the tree to sunlight by pointing
in every direction. The waxy coating and sunken ventilation
pores help resist desiccation. The trees are even conical for a
good reason: it makes it more likely snow will slough off which
would otherwise break branches.
The hardiest of the deciduous trees is the larch. It sheds its leaves
in winter to avoid the ravages of frost and drought and has roots
that are shallow but spread out over a wide area, giving the tree
maximum opportunity to absorb moisture and stabilize it against
gale-force winds. With widespread roots, the larches are forced
to grow far apart, reducing competition.
The relatively small number of ecological niches and the sever-
ity of winter limit the animal life of the taiga. The large herbi-
vores consist of deer, more than in any other biome. Small
herbivores consist of rodents, from voles to beavers. Predators
include a wide variety of weasels as well as wolves and lynxes.
Grouse are common, but they are one of the few indigenous bird
species. For the most part, birds are summer visitors. Very few
reptiles and amphibians are able to survive the harsh winter and Resources
those that do give birth to live young due to the lack of sunlight The extremes in temperature of the taiga put off most races from
normally required to warm eggs. Insect life, on the other hand, is exploiting their resources. And yet, the verdant forests and large
so abundant as to be overwhelming. Clouds of gnats, mosqui- fauna provide a wealth of materials. Foxes, minks, sables, and
toes, and midges emerge from the swamps to feast on the blood beavers all provide a valuable fur trade. The boreal forest is also a
of mammals. During the unforgiving winter, they burrow under- source of softwood timber and pulpwood, useful in making paper.
ground or hide underwater. The black-veined white caterpillar When not being forested, the taiga can conceal riches for the
binds the edges of hawthorn leaves around it with silk, creating greedy. Iron ore, gold, and even diamond minds lay beneath the
its own insulation. permafrost, just waiting to be discovered by an enterprising dwarf.
One side effect of the necessity of conserving heat is that the
fauna is larger. The larger an animal, the less heat is loss due to
the reduced relative surface area. This is why the taiga is home Cold Hills (Steppe)
to the largest deer (moose), weasel (wolverine) and grouse
Steppes are dry, cold grasslands. There isn’t much humidity in
(capercaillie). All predators are opportunists and will eat carrion
the air because steppes are located away from the ocean and
if need be.
close to mountain barriers. The steppe is usually found between
The most well-known and feared beast of the taiga is the wolf. the desert and the forest. Rainfall ranges from 10–30 inches per
Unlike other predators, it hunts cooperatively. Its preference is year. But in May, June, and August, the steppe can get 4–5
deer, elk, and reindeer that migrate from the tundra to the taiga inches a month.
in winter.
All the steppes experience long droughts and violent winds. The
Lemmings and voles make up much of the vermin in the taiga. temperature between summer and winter varies greatly. Some-
They produce up to five litters a year, with four to eight young in a times the summers are so hot that the grasses catch on fire. Known
litter. They spend the majority of their time in shallow tunnels and as “the red buffalo,” by some native tribes, steppe fires can sweep
during the winter, they burrow through the snow. Another rodent, over millions of acres, clearing the way for fire-resistant perenni-
13
Frost & Fur
als and fertilizing the ground with the ashes of the burned foliage.
Summer temperatures can reach a sweltering 104° F.
In the winter, there are no clouds to keep the heat from escaping Table 1.4: Cold Hills (Steppe) Encounters
into the atmosphere. In addition, winter winds regularly reach Encounter D% Day D%
speeds of over 60 mph, creating numbing wind-chill tempera- Animal, Badger 01–04 01
tures. Temperatures below -40° F are common. Animal, Bat 05–07 02–05
Animal, Black Bear 08–09 06
Animal, Boar 10–12 07
Animal, Brown Bear 13–15 08
Animal, Caribou 16–18 09
Animal, Cat 19–21 10–13
Animal, Hawk 22–24 14–15
Animal, Moose 25–27 16
Animal, Owl 28–30 17–20
Animal, Rat 31–33 21–22
Animal, Raven 34–36 23
Animal, Sled Dog 37–39 24
Animal, Wolf 41–42 25–28
Animal, Wolverine 43 29
Bugbear 44 30–32
Dire Animal, Boar 45 33
Dire Animal, Rat 46–48 34–35
Dire Animal, Wolf 49–50 36–38
Dire Animal, Wolverine 51–52 39
Diversity Dragon, White 53–54 40
There are many plants in steppe, including a large variety of Frost Worm 55–56 41
grasses. They include blue grama and buffalo grass, cacti, sage- Ghast 57–58 42–45
brush, speargrass, and small relatives of the sunflower. The
Ghoul 59–61 46–49
grasses are separated into three different groups, depending on
Giant Falcon 62 50
how much rain they get. The tall grasses grow up to 41/2 feet
Giant, Ice 63–65 51
because they live closer to the forest and receive more rainfall.
Goblin 66–68 52–56
The short grasses can be less than 11/2 feet. They are closer to the
Roll on Table 1.3: Cold Forest (Taiga)
dessert. The last group is the mixed grasses. They grow 2–3 feet
Encounters 69 57
high and get 15–20 inches of rain per year.
Halfling 70–71 58–61
Thanks to all the grasses, many of the animals that live in steppe Hippogriff 72 62
are grazing animals, such as antelopes, rabbits, mice, and horses. Hobgoblin 73–75 63–66
Other animals include owls, hawks, and snakes. Since it is such Kobold 76 67
an open environment and predators can find animals fast, crea- Manticore 77 68
tures defend themselves in herds or hide by burrowing. Kosmatushka 78 69
For obvious reasons, the steppe is the home of nomadic herds- Minotaur 78–80 70–73
man and hunters, but it is also home to the cold weather halfling. Nymph 81 74
Their small stature is a distinct advantage in the high grasses, Ogre 82–84 75–78
which they use to their gain. They combine the stealthy cautious- Kam 85–87 79–82
ness of the mice and jackrabbits and the aggressive patience of Pegasus 88 83
hawks and snakes. Remorhaz 89 84
Firebird 90–91 85–87
Resources Vampire, Cold Stranger 92 88–89
Very few people live in the steppe climate because it’s domi- Devil, Misery Imp 93–94 90
nated by grass—and that’s it. Farmers have a difficult time grow- Atshen 95 91
ing crops because the soil is so poor and the steppe is so cold. Amortortok 96–97 92–93
Due to the lack of trees, there is also a lot of wind, none of which Winter Wolf 98 94–95
makes the land particularly hospitable. It is best known for its Worg 99 96–98
multitude of grasses. Dragur 100 100
14
Cold Terrains
Cold Marsh (Bog) few large animals inhabit bogs, a variety of wildlife including
deer, bear, and moose sometimes frequent them.
Bogs can be formed by glaciation that tears up the terrain, leav-
ing lake-like formations called kettle holes. The retreating ice Few intelligent races inhabit bogs for long periods of time due to
leaves shallow basins where rain collects and forms the wetland. the difficulty in building any long-term structure
Glaciers, however, are not responsible for all bogs. Any poorly
drained lakebed or depression in the earth has the potential to fill Resources
with rainwater and become a bog. The bog doesn’t have much to offer because of its soggy
nature—most large animals are visitors and the terrain is too
The bottom layer of a bog consists of peat. Peat forms when
treacherous to hunt effectively in. Bogs do have peat, however,
plants die, fall into the water, and are compressed over time. This
layer of peat can be up to forty feet deep. The acidic nature of Table 1.5: Cold Marsh (Bog) Encounters
peat, the cold climate, and low oxygen levels due to poor water Encounter D% Day D% Night
circulation prevents bacteria from feeding on the plant material. Animal, Bat 01–02 01–03
This makes the rate of decomposition in a bog very slow and Animal, Black Bear 03–04 04
explains one cause of natural mumification. Animal, Boar 05–06
A thick concealing mat of vegetation often covers the surface of Animal, Brown Bear 07–08 06
a bog. The mat forms when sphagnum moss covers open water Animal, Cat 09–11 07–10
where aquatic plants have become entangled. Gradually, the Animal, Crocodile 12–15 11–13
sphagnum carpets the surface of the entire bog. Other plants then Animal, Dog 16–19 14–16
take root in the sphagnum, including trees like the tamarack. Animal, Moose 20–22 17
Animal, Owl 23–24 18–20
Animal, Rat 25–28 21–25
Animal, Tiny Viper Snake 29–31 26
Animal, Weasel 32–34 27
Animal, Wolf 35–37 28–31
Bugbear 38 32
Cryohydra 39–41 33
Dire Animal, Boar 42 34
Dire Animal, Rat 43–46 35–39
Dragon, Green 47 40–41
Ghoul 48–50 42–45
Giant Owl 51 46
Giant, Ice 52–53 47
Goblin 54–55 48–50
Hag, Annis 56 51–52
Harpy 57–58 53
Hobgoblin 59–61 54–57
Lycanthrope, Werewolf 62–63 58–60
Lycanthrope, Werefrog 64 61–62
Lycanthrope, Wereraven 65–66 63–65
Nykur 67–70 66–70
Ooze, Freezescum 71–72 71
Orc 73–76 72–76
Shadow 77–78 77–79
Diversity Snow Angel 79 80
Bog plants are well adapted to the high acidity, low oxygen, low Treant, Ice 80 81
nutrient supplies, and moist growing surface found in bogs. Large Trow 81–83 82–85
plants, such as the black spruce, develop complex root systems to Shmat Razum 84–85 86
help absorb oxygen and nutrients. Smaller plants, like orchids, Skakushka 86–87 87
develop symbiotic relationships with other fungi that can supply Tupiliq 88–91 88–90
them with important nutrients. Other plants that inhabit bogs Voron 92–95 91–93
include bladderworts, pitcher plants, and sundews – all of which Wolf, Winter 96 94–95
resort to carnivorous habits to supplement their diets. Although Worg 97–98 96–98
Zombie 99–100 100
15
Frost & Fur
which is a valuable source of fuel. Also, if they are suitably dried Temperatures are cold for most of the year, with much wind and
out, trees can be used for timber. snow. Temperatures remain low even during the growing season,
which has an exceptionally short frost-free period. Mean annual
temperatures range from 36–32 °F, and the average monthly
temperature stays below freezing from seven to eleven months
Cold Mountains (Alpine Tundra) of the year.
Alpine tundra is located on mountains throughout the world at
Soil ice is found in all soils in winter, and soil temperatures are
high altitude where trees cannot grow. The nighttime tempera-
low enough to form patches of permafrost. A common landscape
ture is usually below freezing, even in summer. Unlike the arctic
feature of the tundra is solifluction terraces. These occur where
tundra, the soil in the alpine is well drained.
water saturated soils move slowly down gentle slopes over per-
mafrost. Most terraces possess a lush cover of forbs and sedges.
16
Cold Terrains
drought, rocky soil conditions and strong sunlight. Severe weather All the creatures of the tundra have developed important physi-
can occur at any time of the year at this altitude. cal traits for survival in the cold. Their stubby, compact bodies
conserve heat and their thick subcutaneous deposits of fat, blub-
The growth and survival of flora and fauna in these areas are deter-
ber, or feathers help trap air next to the skin, retaining warmth.
mined largely by the interaction of severe weathering, which only
With the exception of the polar bear, their pelts change with the
allows small amounts of soil to accumulate on rock formations;
seasons, from shades of gray or brown to pure white in winter.
low temperatures; and an ice period that can last as long as four
months. Animals living in the alpine tundra are also well adapted Whenever possible, animals burrow into the snow to avoid pro-
and include mountain goats, pikas, marmots, sheep, springtails, longed exposure to the unforgiving winds. Burrowing makes
beetles, elk, grouselike birds, grasshoppers, and butterflies. best use of the insulating properties of the snow, ice, and earth.
When burrowing isn’t possible, cooperative behavior is com-
Resources mon. Animals such as penguins will huddle together in groups of
Although alpine mountains are probably the least habitable areas several thousand to keep warm, circulating their positions to
of the mountains, they are also the least likely to be invaded. It is warm those on the fringes.
here cold-dwelling dwarves can mine in peace. And yet, the per- The tundra comes alive in the summer in a thick, lush growth,
mafrost provides its own challenges, making even surface min- drawing birds from all over. The presence of large numbers of
ing difficult without magic or technology. invertebrates in the water and the huge amount of insects attracts
a wide variety of wading birds, geese, and ducks. Other preda-
tory birds follow, including eagles, merlins, and falcons. Most
Cold Plains (Tundra) leave when winter arrives, with the exception of the penguins (in
the south) the rock parmigan and the snowy owl (in the north).
The polar regions are cold because the sun never actually rises
very far above the horizon. Its rays only glance across the earth, Caribou are common in large herds which migrate twice yearly
and of the solar energy that does reach it, the ice sheets reflect 95 from the taiga to the tundra, feeding and fattening themselves on
percent. The size of the ice sheets varies with the season. It also the rich summer vegetation. They return after mating in September
varies with the epoch—3 million years ago there were no ice
sheets, and 40 million years in the past there were no polar ice Table 1.7: Cold Plains Encounters
caps. Bordering the ice sheets is the vast, treeless tundra. In the
Encounter D% Day D% Night
tundra, summers are short and winters are long, bitter affairs,
Animal, Bat 01–03 01–04
with the temperature dipping below -150 °F.
Animal, Boar 04–08 05–06
Animal, Dog 09–12 07–08
Diversity Animal, Hawk 13–17 09–10
Vegetation on the tundra is small by necessity. The biting winds Animal, Owl 18–21 11–15
mow down anything larger. Small, perennial plants thrive in the Animal, Rat 22–26 16–17
tundra, including campions, saxifrages, crowberries, bilberries,
Animal, Raven 27–31 18–19
blueberries, dwarf birches, and willows.
Animal, Wolf 32–36 20–25
Dire Animal, Armadillo 37–41 26–31
Deer, Caribou 42–43 32–33
Dire Animal, Deer 44–48 34–35
Dire Animal, Rhinocerous 49–51 36–40
Elemental, Ice 52–53 41–42
Kam 54–56 43–46
Kosmatushka 57–60 47–51
Gnome 61–63 52–53
Mamaqa 64–66 54–58
Mishtapeu 67–69 59–63
Muskox 70–74 64–65
Morozko 75–79 66–71
Snow Angel 80–81 72–76
Swan 82–84 77–81
Wolf, Arctic 85–86 82–86
Woolly Mammoth 87–91 87–88
Woolly Rhinocerous 92–96 89–90
Wastling 97–98 91–95
Wight, Glacier 99–100 96–100
17
Frost & Fur
to give birth in the shelter of the forest. Unlike other deer species,
female caribou have antlers to help them compete for food.
The most fearsome of the northern pole predators is the polar
bear. It lies in ambush for seals near air holes in the ice or alter-
nately, sneaks up on them, taking advantage of its white coat on
the tundra. The polar bear haunts the coastline, traveling up to 12
miles a day in pursuit of seals or even walrus.
Surprisingly, summer brings a burst of life and a carpet of
foliage, home to a million insects and accompanying insecti-
vores. Because the ice melts but cannot seep away into the per-
mafrost, it turns into stagnant pools that are breeding grounds for
insects. Springtails, beetles, and plant-sucking weevils abound.
Carnivorous spiders and beetles are common, as are blowflies,
dung beetles, and burying beetles. And of course, there are the
mosquitoes. The blackflies and mosquitoes rise in summer,
thicker than smoke. They torment every warm-blooded creature Resources
in the tundra. Their predations can drive some caribou (and men) Glaciers pick up and move huge chunks of terrain, laying the
completely mad. earth beneath bare. In this sense glaciers can be seen as slow,
The tundra is the home of the gnome. They specialize in burrow- gigantic shovels that scoop up house-sized boulders and later
ing and igloo creation, hunting caribou and seals. deposit them somewhere else. For a spelunker who knows the
terrain, glacier caves can provide access to the hearts of ore
Resources lodes that might not otherwise be reached. Still, mining such
places is a dangerous proposition.
The tundra is largely devoid of materials. Wood is rare due to the
lack of trees, but a variety of fur-bearing mammals lure most Table 1.8: Cold Underground Encounters
hunters and trappers to the region. Encounter D% Day D% Night
Haugbui 01–07 01–12
Cold Underground (Ice Caves) Draugr 08–13 13–14
Cryohydra 14–20 15–18
Glacier caves are created when streams flowing down the adja-
Dire Animal, Bat 21–26 19–30
cent valley side continue beneath the ice. These caves tend to be
elongated tunnels of a semi-circular cross-section, sloping down Dragon, White 27–30 31–32
towards the center of the glacier. Water within the caves may Dwarf 31–37 33–34
freeze onto cold rock surfaces. Water at a glacier bed may be in Elemental, Ice 38–41 35–36
the form of a film that effectively lubricates the glacier-rock sur- Frost Worm 42–48 37–42
face, making the entire cavern seem eerily smooth. Mamaqa 49–54 43–52
Glacier caverns exist only so long as water flows in the area. Mishtapeu 55–59 53–62
Thus, glacier caves can open and close with the melting and Ice Drake 60–65 63–64
freezing of the glacier itself. Avalanches and floods are an ever- Mephit, Ice 66–69 65–66
present danger. Ice flakes, sometimes several feet in length, Ooze, Freezescum 70–75 67–68
threaten anyone walking through the caves as they regularly Remorhaz 76–82 69–77
flake off from the walls. Snow Angel 83–86 78–83
Wastling 87–90 84–85
Diversity Wight, Glacier 91–94 86–95
Cave inhabitants are usually small creatures that enjoy the mois- Winter Wolf 95–100 96–100
ture and darkness. They can include millipedes, moths, snails,
spiders, foxes and owls. The damp darkness also provides a fer-
tile environment for growing mushrooms. Where slivers of light
creep into some caves, some foliage might even grow.
Certain species of arctic dwarves dwell in glacier caves and,
using water and heat, sculpt them into elaborate fortresses. Nev-
ertheless, even dwarves are at the mercy of the glacier itself and
must be ever cognizant of the shifts in their home that contracts
and expands over time.
18
Environmental Hazards
“My ship was caught in the ice,” Aleksander explained over Kanereyklak smirked, “I do not think that you do. But you
a warm cup of tea. “The floes are very unpredictable.” will.”
Kanereyklak nodded. He was familiar with the difficulty Aleksander learned much about hunting during his week-
that southern ships have navigating the ice floes. The end long stay. He tried to impress Kanereyklak with the loud
result was always the same. Explorers with poor navigation retort of his rifle. It terrified the villagers, but Kanereyklak
skills ultimately starved or froze to death. was unimpressed.
Kanereyklak was about to respond when Anjka entered the Aleksander slept in Kanereyklak’s hut, surrounded by his
room. Her beauty was still evident despite her advanced age. sons and grandsons. They traded, they spoke of their lands,
Anjka moved with an air of authority, a sharp contrast to and Aleksander learned more about the Northern Wastes.
Kanereyklak’s humble demeanor. She was an angakoq, a
“I have noticed something about your village,” Aleksander
shaman to the tribe and capable of powerful magic. Her wis-
said as they walked back to the village with several seal-
dom was undisputed in all arguments and arbitration. To
skins. “Your children are always happy. Playing, laughing.
Kanereyklak, she was even more powerful—she was his wife.
Do you not punish them?”
Their silent exchange conveyed a multitude of information
Kanereyklak shot Aleksander a narrow look. “We have no
about the stranger. She did not trust the foreigner. Anjka found
such word in our language,” he frowned.
outsiders to be vulgar, pushy, imperious, and impulsive.
“In my country, we punish children who-”
“You are welcome to stay as long as you wish,” Kanereyklak
said nonchalantly, watching Aleksander’s reaction, “but “I know what the word means,” Kanereyklak cut him off,
you will be expected to earn your keep.” “but we do not believe in it. Our children will know hardship
and pain soon enough. When they become adults, they will
Aleksander nodded. “I understand.”
19
Frost and Fur
be judged on their actions, not on laws that men create.” He The arsarnerit can be dispelled or summoned with a control
pointed towards the endless arctic waste with one mittened weather spell or optionally a control weather (but it requires the
hand. “That is the only law.” caster to bark like a dog). Arsarnerit can substitute for storms
when casting call lightning spells as well. Spellcasting within
They had returned from a successful hunt with several seal-
100 miles of an arsarnerit causes one of the listed side effects
skins. Aleksander’s bullets killed seals without damaging
(see table 2.1). Direct contact with the arsarnerit automatically
the hide as much as arrows or clubbing did. The Torassian
produces the effect on the subject entering it. All spells are cast
was viewed in awe by the tribe from thereafter. The boldness
at 20th level.
of Aleksander’s questions increased.
“What will you do with those skins?” Aleksander asked
upon return to the village.
Table 2.1 Aurora Effects
D100 Effect
Kanereyklak felt it. He felt it in his bones and in his hair 01–20 Gate
and in his fingertips. The innocence of the question could
21–40 Call Lightning (targeted at PC)
not conceal its darker intent. Greed.
41–60 Time Stop
“We will trade it at the potlach. Perhaps for my grand- 61–80 Teleport
daughter’s dowry.” 81–00 Unhallow
Aleksander nodded mutely.
Kanereyklak took a deep breath. “It is time for you to Blizzard
leave.” The combination of high winds, heavy snow (typically 1d3 feet),
and bitter cold make blizzards deadly for all who are unprepared
Aleksander looked at him in surprise.
for them. Blizzards are powerful storms, making ranged attacks
“Pack up tonight so you are ready to leave tomorrow.” impossible and inflicting a -4 penalty to attack rolls with siege
weapons. Since visibility range is reduced to nearly zero, Spot
Kanereyklak ensured that Aleksander was given plenty of the
and Search checks also receive a -8 circumstance penalty. With
sealskins he so coveted. Greed was unknown to the People.
wind speeds in excess of 50 mph, all creatures must make a Fort
Kanereyklak had no wish to introduce it to his grandchildren.
save (DC 18). Failure means small creatures are blown away,
It did not take long for Aleksander to reach the shore. As Medium-size creatures are knocked down, and Large or Huge
Aleksander had instructed, a ship was waiting for him. The creatures are checked. Blizzards automatically extinguish unpro-
men cheered at his arrival. tected flames and have a 75% chance of blowing out protected
“Send word to the two merchants,” he said grimly to the cap- flames. Listen checks are at a -8 penalty due to the howling of the
tain. “This land is rich in sealskins, more than we ever wind. In addition, every turn, the character must make a Fort save
imagined.” (DC 20) or be dazzled. Blizzards can often last up to 1d3 days.
20
Environmental Hazards
which inflicts a +10 DC penalty to Spot checks unless they have Snow
Darkvision or Low-light vision. Otherwise, viewing conditions
When cloud temperature is at freezing or below and the clouds
are considered total darkness. PCs unaccustomed to such condi-
become filled with moisture, ice crystals form. These ice crystals
tions can suffer from winter depression as a result of the never-
form on dust particles as the water vapor condenses and partially
ending night. PCs must make a Will save (DC 20) for each week
melted crystals merge together to form snowflakes. All ice crys-
they spend in a land with no sunlight. Failure means the PC
tals have six sides because of the shape and bonding of water
becomes lethargic and depressed, suffering a -1 morale penalty
molecules. There are 6 different types of snow crystals: needles,
to all rolls and is perpetually Fatigued. A heal spell will remove
columns, plates, columns capped with plates, dendrites and stars.
all effects or one week spent in a normal day cycle.
The type of crystals depends on the amount of humidity and
temperature present when they are forming. Snowflakes are
Table 2.2 Daylight smaller when it’s very cold and snowing and larger when the
L J F M A M J J A S O N D temperature is closer to 32° F.
a a e a p a u u u e c o e
t n b r r y n l g p t v c Snowballs
90° PN PN PN MS MS MS MS MS MS PN PN PN Making a snowball is easy. Characters can wad up snow in
80° PN PN 11 MS MS MS MS MS 16 5 PN PN a ball if it’s available and hurl it at opponents. It takes one
70° PN 8 12 16 22 MS MS 19 14 9 3 PN action to make a snowball. Snowballs inflict 1d2 points of
65° 3 9 12 15 20 23 20 17 14 10 5 3 nonlethal damage and have a critical of x2. Iceballs can be
60° 7 9 12 15 17 19 18 16 13 10 8 6 made by melt the snowball so it hardens — either by
55° 8 10 12 14 16 18 17 15 13 11 9 7 smoothing it with one’s hands or by leaving it out in the
-55° 17 15 13 11 9 7 8 10 12 14 16 18 cold. Sculpting an iceball so it becomes solid takes one
-60° 18 16 13 10 8 6 7 9 12 15 17 19 round. Iceballs inflict 1d2 points of actual (not subdual)
-65° 20 17 14 10 5 3 3 9 12 15 20 23
-70° MS 19 14 9 3 PN PN 8 12 16 22 MS Consuming unpurified snow or ice is a bad idea (see Tainted
Water). It also results in a -1 circumstance penalty to all rolls
-80° MS MS 16 5 PN PN PN PN 11 MS MS MS
against hypothermia for every swallow of snow as it lowers your
-90° MS MS MS PN PN PN PN PN PN MS MS MS
core body temperature. If one must consume snow to avoid
dehydration, it should always be heated.
Fata Morgana
Because the arctic air is so clear and pure, distant features appear Light Snow
in focus. This effect, called fata morgana, alters depth percep-
While falling, snow reduces visibility by half (-4 penalty to ranged
tion, making distances nearly indeterminable. Under these con-
weapon attacks, Spot checks, and Search checks). It has a 50%
ditions spotting distances are multiplied by 10 and all Spot
chance of extinguishing small, unprotected flames. Once on the
checks receive a +4 circumstance bonus. PCs using ranged
ground, it reduces movement rates to one half normal (it costs two
attacks, however, suffer double range penalties due to their
squares of movement to enter a snow-covered square). A day of
inability to gauge true distance.
snowfall will generally leave 1d6 inches of snow on the ground.
Fog
Heavy Snow
Moisture clouds form as a result of the difference in temperature
between water and air. Heavy fog banks obscure all sight, Heavy snow has the same effects as ligh snow but also restricts
including darkvision, beyond 5 feet. Creatures within 5 feet have visibility as Fog does. A day of heavy snow leaves 1d4 feet of
one-half concealment (attacks by or against them have a 20% snow on the ground, and reduces movement rates to one quarter
miss chance). normal (it costs 4 squares of movement to enter a square). In
addition to movement penalties, deep snowfall can interfere with
Sleet skill performance and provide concealment. Heavy snow accom-
panied by wind can result in snowdrifts 1d4x5 feet deep. There
Essentially frozen rain, falling sleet reduces visibility by half (-4 is a 10% chance that heavy snowfall is accompanied by light-
penalty to ranged weapon attacks, Spot checks, and Search ning (See Thunder Snow)
checks). It also extinguishes unprotected flames and causes pro-
tected flames to dance wildly (and still have a 75% of being Snowstorm
extinguished). The hissing sound of the falling sleet conveys a -4
circumstance penalty to all Listen checks. Once fallen, it ices up Although less severe than a blizzard, the combined effects of
the ground surface, reducing movement by half. precipitation and wind that accompany a snowstorm still reduce
visibility ranges by three quarters and impose a -8 penalty to all
Spot, Search, and Listen checks. Every turn, the character must
make a Fort save (DC 20) or be dazzled. Snowstorms make
21
Frost and Fur
ranged weapon attacks impossible, except for those with siege
weapons, which have a -4 penalty to attack. Snowstorms auto-
Table 2.4 Firewood DCs
matically extinguish candles, torches, and similar unprotected Climate Terrain Winter Spring Summer Fall
flames. They cause protected flames, such as those of lanterns, to Arctic Desert 20 20 20 20
dance wildly and have a 50% chance to extinguish these lights. Arctic Hills 18 12 12 14
Snowstorms leave 1d6 inches of snow on the ground afterward. Arctic Mountain 24 22 20 20
Arctic Plains 22 18 16 18
Inuit Words for Snow Subarctic Desert 20 20 20 20
Anniu: falling snow Subarctic Forest 12 7 7 7
Api: ground snow
Subarctic Hills 18 10 10 12
Siqoq: smoky, drifting snow
Subarctic Marsh 16 18 18 16
Upsik: wind-beaten snow
Kimoaqtruk: snow drift Subarctic Mountain 22 20 18 18
Salumaroaq: smooth snowy surface of fine particles Subarctic Plains 18 14 12 14
Natatgonaq: rough snowy surface of large particles
Another Survival check is required to start the fire (DC 10 or DC
Temperature 20 if raining). Assuming the roll is successful, the fire warms the
surrounding area providing warmth relative to the size: a small
Temperature fluctuates with the seasons and is impacted by the
fire will raise the local temperature by 50°, a medium-size fire
terrain. It gets colder during the winter months, obviously. When
by 100°, and a large fire by 150° (don’t stand too close). The
combined with the wind chill, the effective temperature becomes
temperature decreases by 10° for every 5 feet away from the fire.
very cold indeed (see wind). The table below gives the mean
The fire lasts for 10 minutes x the Survival roll to create the fire.
temperature by terrain and time of year. If in the norther hemi-
For every 10°, a fire will illuminate a radius of 5 feet, thus a
sphere use the upper set of months; if in the southern hemi-
small camp fire illuminates a 25 foot radius, a medium-size fire
sphere, use the lower set.
lights a 50 foot radius and a large fire will throw light for 75 feet.
22
Environmental Hazards
Wind Force Table 2.5 Wind & Weather
• Calm: 0 mph—Smoke rises vertically. Water is like a mirror. D% Temperature Change Windspeed
• Light Breeze: 1–10 mph—Leaves and small twigs in con- 01–06 +15 F -10 mph
stant motion; wind extends light flag. Large wavelets. 07–12 +10 F -15 mph
• Moderate breeze: 11–20 mph—Raises dust and loose paper; 13–18 +10 F -10 mph
small branches are moved. Small waves, becoming larger. There 19–24 +5 F -15 mph
is a 50% chance of extinguishing small, unprotected flames. 25–30 +5 F -10 mph
• Strong breeze: 21–30 mph—Large branches in motion; 31–40 No change No change
whistling heard in wires; umbrellas used with difficulty. Gusts 41–46 -5 F +10 mph
will extinguish any unprotected flames and impose a -2 cir- 47–52 -5 F +15 mph
cumstance penalty on ranged attack rolls and Listen checks. 53–58 –10 F +10 mph
• Severe gale: 21–50 mph—Breaks twigs off trees; generally 59–64 -10 F +15 mph
impedes progress; inconvenience felt when walking against 65–70 -15 F +20 mph
the wind; Slight structural damage occurs. Winds of this mag- 71–80 Snow +1d10 mph
nitude extinguish any unprotected flame and cause protected 81–85 Fog See entry
flames to dance wildly with a 50% chance to also be extin- 86–89 Sleet +1d10 mph
guished. Ranged weapon attacks and Listen checks suffer a -4 90–94 Snowstorm +50 mph
circumstance penalty. 95 Thunder Snow +50 mph
• Windstorm: 51–74 mph—Trees uprooted; accompanied by 96 Asarnerit See entry
widespread damage. Unprotected flames are extinguished and 97 Fata Morgana See entry
proteted flames are extinguished 75% of the time. Ranged 98–100 Blizzard +50 mph
weapon attacks are impossible while siege weapons suffer a
-4 circumstance penalty. Listen checks receive a -8 circum- Windchill
stance penalty due to the howling of the wind. In the arctic autumn, winter winds reach hurricane force and can
whip snow 100 ft. into the air, giving the impression of a blizzard -
Wind and Weather even when it’s not snowing. Accompanied by low temperatures,
The weather changes in arctic and subarctic lands depending on winds have a marked chilling effect. For instance, a 32 mph wind
a variety of conditions. Roll on table 2.5 to determine the change will bring a temperature of 5°F down to a windchill temperature of
in wind and temperature conditions after consulting the tempera- -30°F. Cross-index the windspeed and actual temperature on table
ture table. Once the actual temperature and windspeed are 2.6 to find the effective temperature after windchill.
known, refer to the section on wind to determine the apparent
temperature due to windchill.
Dangers
Dehydration
A character requires 4 times the average amount of water daily
in an arctic environment. Medium-size characters need at least 4
gallons of fluid and Small-size characters need at least 2 gallons
of fluid. In cold weather, bundled up in layers of clothing, char-
23
Frost and Fur
acters may not be aware that they are losing body moisture
because the clothing absorbs most of it.
Table 2.8 Potable Water
Winter Spring Summer Fall
A character can go without water for 1 day plus a number of hours
Climate Terrain DC DC DC DC
equal to his Constitution score. After this time, the character must
Arctic Desert 20 20 20 20
make a Fortitude save each hour at a DC of 10 plus any modifiers
from table 2.7 (+1 for each previous check any of the modifiers on Arctic Hills 19 19 19 19
the table below) or sustain 1d6 points of nonlethal damage. Arctic Mountain 20 20 20 20
Arctic Plains 19 19 19 19
Table 2.7 Dehydration Modifiers Subarctic Desert 20 19 19 20
DC Subarctic Forest 19 16 16 19
Modifier Condition Subarctic Hills 20 19 18 19
-2 Food eaten with high water content Subarctic Marsh 12 8 10 10
Character weighs more than the aver- Subarctic Mountain 20 16 17 18
-1
age for his race Subarctic Plains 19 16 16 17
-1 Female
Character does not engaged in strenu- Hypothermia & Frostbite
ous activity (any Constitution, Dex-
-1 If a PC is exposed to extreme cold he will begin to suffer the
terity or Strength based-skills or
effects of hypothermia and frostbite.
checks)
+1 Character does not eat a meal that day As a person’s core body temperature drops, their metabolism
slows. This leads to a strangulation of the skin caused by lack of
In addition, as nonlethal damage is accrued, the PC will begin to circulation and the eventual freezing of tissue. In game terms,
suffer the effects of dehydration (fluid loss) listed below. If a PC hypothermia is nonlethal damage caused by cold usually coming
has taken 25% of their hit points as nonlethal damage they have from exposure; frostbite is normal damage caused by cold. Obvi-
suffered minor fluid loss. At 50% the loss becomes moderate, ously, creatures that have no metabolism (undead, ethereal crea-
and so forth. Effects are cumulative except in the case of tures, elementals) or creatures with the Cold subtype, need not
Fatigued, which is replaced by Exhausted. Once the PC becomes worry about these conditions.
unconscious due to nonlethal damage they begin to take actual
damage and start to die. Exposure
The best defense against cold or exposure is to get under cover
Effects of Dehydration and keep warm. Cold and exposure deal nonlethal damage to the
• Minor Loss (25%): The PC becomes thirsty, weak, and nau- victim. This damage cannot be recovered until the character gets
seous. The PC is Sickened and Fatigued. out of the cold and warms up again. Once a character is rendered
• Moderate Loss (50%): The PC becomes dizzy, and suffers unconscious due to nonlethal damage, the cold and exposure
from headaches, the inability to walk and a tingling sensation begins to deal normal damage at the same rate. Characters
in the limbs. The PC is now Nausiated and Exhausted. exposed to the cold (wind chill temperatures below 40°F) must
• Major Loss (75%): The PC’s vision dims and he can no make a periodic Fortitude saving throw to avoid suffering the
longer hear. It is painful to urinate, his tongue swells, and his effects of hypothermia. Each failed saving throw results in 1d6
skin feels numb. The PC is Deafened and Dazzled. nonlethal damage taken. The following guidelines apply:
• Extreme Loss (100%): Incapacitated. The PC suffers regular • Frequency: At or below 40°F, unprotected or wet characters
damage on further failed Fortitude saves. must make a Fortitude save after each hour of exposure.
Although the arctic terrain is often covered in ice, water from When subjected to extreme cold (at or below 0°F), protected
melted ice is not always drinkable. Table 2.8 contains the Survival (i.e. wearing cold weather gear or equivalent) characters must
check DCs necessary in the climate and terrain to find an untainted make a Fortitude save after each hour of exposure, unpro-
supply of water. Each check represents one hour of searching. tected characters must make a Fortitude save every ten min-
Note: on a Survival check that fails by 5 or more the PC has utes, and wet characters must check each minute. Note: a
located a source of water that is tainted. (See Tainted Water, character immersed in icy or frigid water must make a Forti-
below). tude save every round, regardless of ambient air temperature.
• Exposure DC: The DC of the Fortitude save depends prima-
rily on the effective temperature. The effective temperature
depends on the weather, the presence of heat sources (see the
temperature section for the effect of fire on ambient tempera-
24
Environmental Hazards
ture), and wind chill. The base DC is 15 +1 for each previous • Severe Hypothermia (75%): The PC suffers from muscle
check and +1 for each 10 F° below the base (40°F or 0°F). cramps (-6 Strength), dizzy spells, stumbling, lethargy (-6 Dex-
• Fortitude Save: A variety of conditions can alter the result of terity, -4 Wisdom, only 5-foot steps, can either take a single
your Fortitude check (see table 2.9) such as shelter, clothing, move or a standard action, but not both, must make a Reflex
armor, activity, and the characters condition. Treat these as save (DC 40) to cast spells with somatic components) and is
circumstance bonuses or penalties to the Fort save. considered Exhausted. The lack of oxygen to the PC’s brain
begins to trigger visual and auditory hallucinations. Until the
Depending on how much nonlethal damage the character has
taken, he suffers from different degrees of hypothermia. Once he PC reaches a warm place, he exhibits confused, violent, or irra-
has taken 25% of his normal hit points as nonlethal damage the tional behavior (as per the confusion spell).
character begins to suffer mild hypothermia. At 50% the effect • Extreme Hypothermia (100%): The PC is unconscious and
intensifies to moderate hypothermia. At the 75% threshold, the in the process of freezing to death. All failed Fortitude saving
effect becomes severe and the PC is in grave danger. At 100%, throws now result in regular damage. Note that hypothermia
the PC passes out and begins to suffer normal damage in place of is a double-edged sword. Once a PC reaches negative hit
nonlethal damage. Also, once he begins to suffer from hypother- points his life functions become suspended. He can linger on
mia, he must also make frostbite checks (see below). up to -20 hit points before perishing and loses hit points every
minute rather than every round (although he will not stabi-
Table 2.9 Hypothermia Modifiers lize).
Clothing DC Characters recover from this damage through healing spells and
Shelter +10 from being gradually warmed up. The hypothermia penalties
Cold Weather Outfit +5 gradually subside as the character recovers the nonlethal damage
Heavy Armor +3 he took from the cold and exposure. However, if rescued, the PC
Medium Armor +2 isn’t out of danger yet—hours after surviving hypothermia, men
Light Armor +1 have died of heart attacks after sipping hot drinks. Warming the
Explorer’s Outfit +1 PC back up requires a successful Heal check (DC 30). Failure
means the PC is warmed up too quickly and must make a Fort
Other Outfits +0
save (DC 30) or die on the spot. No save is necessary for magi-
Miscellaneous Fort Save
cal healing.
Immersed in icy water -10
Wet -5
Frostbite
Wilderness Lore + Skill rank
Frostbite is the freezing of flesh that comes with this lowering of
Vigorous Activity +Con Bonus
body temperature. As long as the skin doesn’t actually get blue,
Fatigued -1 it can be recovered with gradual warming. However, past a cer-
Exhausted -2 tain point, frostbite becomes extremely painful until the victim
Disabled -3 can’t feel anything at all. At that point, their skin is dying and
Hot Blooded Feat +6 may eventually become gangrenous.
A character exposed to the cold will quickly suffer the effects of
Effects of Hypothermia frostbite. Whenever a character fails a Hypothermia check they
• Mild Hypothermia (25%): The PC suffers from muscle must make an additional Fort save (DC 15, +1 per 10 F° below
cramps (-2 Strength), dizzy spells, stumbling, lethargy (-2 Dex- 30°F), or the nonlethal damage is converted to normal damage.
terity, moves at half normal speed) and is considered Fatigued. A PC with the Survival skill receives a circumstance bonus equal
to his rank in the skill. The PC can apply half this bonus to other
The PC trembles violently as his body attains its maximum
PCs. In addition to hit point damage, each Frostbite check failure
shivering response (Reflex save (DC 20) to cast spells with
increases the degree of suffering experienced by the character.
somatic components), an involuntary condition in which mus-
For additional realism apply the penalties below.
cles contract rapidly to generate additional body heat.
• Moderate Hypothermia (50%): The PC suffers from mus- • 1 Failure (Mild Frostbite): Also known as frostnip, mild
cle cramps (-4 Strength), dizzy spells, stumbling, lethargy (-4 frostbite causes the skin to look very white and waxy. The top
Dexterity, -2 Wisdom, moves at half normal speed, can either layers of skin feel hard, but the tissue underneath still feel
take a single move or a standard action, but not both, must soft. There may be some numbness associated with frostnip.
make a Reflex save (DC 30) to cast spells with somatic com- The character suffers a -1 penalty to Strength and Dexterity.
ponents). PCs at this point become disoriented and confused. All effects are removed when the PC heals all damage suf-
The shivering stops, but kidneys work overtime—suddenly fered from cold and rests for eight hours.
the urge to urinate becomes overpowering. • 3 failures (Moderate Frostbite): The character suffers a -2
penalty to Strength and Dexterity. The character is in severe
25
Frost and Fur
pain most of the time and must make will saves (DC 15) to • Moderate Starvation (50%+): Treat character as Exhausted.
force herself to take aggressive actions. All effects are Characters who are exhausted move at half normal speed and
removed when the PC heals all damage suffered from cold suffer an effective penalty of -6 to Strength and Dexterity.
and rests for eight hours. • Major Starvation (75%+: Treat character as Staggered. He
• 5 failures (Severe Frostbite): The character’s skin appears is so badly weakened or roughed up that he can either take a
waxy-looking with a white, grayish-yellow or grayish-blue single move or a standard action, but not both.
color. The affected parts have no feeling and blisters may be • Dying (100%+): Character begins suffering normal damage
present. The tissue feels frozen. The character suffers a -3 and is Unconcious. Enemies can make advantageous attacks
penalty to Strength and Dexterity. Movement is halved. The against unconcious characters, or even deliver a usually lethal
character must make a Fort Save (DC 20) each day to avoid coup de grace.
losing an appendage or part of an appendage. Failure means
the character loses one of the following, with the effects of Sunburn
damage to specific areas applied. Roll d10: 1–2 fingers, 3 The sun’s rays reflect off of just about everything in the arctic.
hand, 4–5 toes, 6 foot, 7 ear, 8–9 nose, 10 generalized As a result, exposed characters during spring and summer days
facial damage (-2 CHA). This damage can be repaired via a can become severely burned. Unprotected characters exposed to
regenerate spell but not healed with standard cure spells. the sun must make a Fort save once every hour (DC 15, +1 per
previous check), or suffer 1 point of nonlethal damage from sun-
Snow Blindness burn for each failed save. A PC with the Survival skill receives a
A PC can suffer snow blindness because of the intensity of ultra- circumstance bonus equal to his rank in the skill. The PC can
violet rays when traveling in the arctic. The PC’s retinas literally apply half this bonus to other PCs. PCs who are covered up only
become burned. Character exposed to bright sunlight for a pro- need to check once every day for sunburn damage.
longed period must make a Fort save (DC 20) once a day. Fail-
ure means the character is dazzled for 2d12 hours. Failure by 5 Tainted Water
or more means the PC is blinded instead. When a PC suffers Drinking ice and snow carries the same risks as drinking
from snow blindness, everything has full concealment to him. water—it contains particles that might make a person sick.
He has a 50% chance to miss in combat, loses his positive Dex- Worse, these contaminants remain dormant until warmed up
terity bonus to AC, and grants a +2 bonus on attack rolls to ene- again. During the summer months, the best sources of water are
mies that attack him. The snow blinded PC moves at half speed rivers, ponds, lakes, streams, and springs. Although water from
and suffers a -4 penalty on most Strength and Dexterity-based ponds or lakes might be stagnant, it is still drinkable. Running
skills. He cannot make Spot skill checks or perform any other water is usually fresh and suitable for drinking. Occasionally,
activity that requires vision. This effect can be avoided with the brownish surface water might be found in the tundra during the
appropriate goggles. summer. This water must be filtered but is often drinkable.
Table 2.10 contains the chance on a d20 that the water consumed
Starvation is tainted. If the DM rolls this number or lower, the water is
In the cold climes, characters require more high-fat foods to tainted in some way. This number is also the DC for detecting
keep the body warm. The character requires a pound of meat the tainted water with a Survival check. Water that is less likely
every day to avoid starvation. If the food is not primarily meat, to be tainted is easier to detect. Druids can automatically detect
he begins to suffer the effects of starvation. tainted water (including tainted ice and snow).
A character can go without food for 3 days. After this time, the
character must make a Constitution check each day (DC 10, +1 Table 2.10 Tainted Water
for each pervious check) or sustain 1d6 points of nonlethal dam- Climate Terrain Winter Spring Summer Fall
age. Once a character has taken 25% of his hit point as nonlethal Arctic Desert 10 10 10 10
damage he is considered starving (Light Starvation). At 50%, Arctic Hills 10 10 10 10
75%, and 100% the level of starvation increases as below. Arctic Mountain 6 6 6 6
Starvation Level Arctic Plains 10 10 10 10
Subarctic Desert 12 12 12 12
Effect
Subarctic Forest 8 8 10 8
• Light Starvation (25%+): Treat character as Fatigued. Char- Subarctic Hills 8 8 10 8
acters who are fatigued cannot run or charge and suffer an Subarctic Marsh 12 12 12 12
effective penalty of -2 to Strength and Dexterity. A fatigued Subarctic Mountain 6 6 6 6
character becomes exhausted by doing something else that
Subarctic Plains 10 10 10 10
would normally cause fatigue.
PCs who drink tainted water must make a Fort save (DC 10+
above modifier). Failure means the PC is Nauseated for 1d12
26
Environmental Hazards
hours. During the subarctic summer months, if the PC ingests Generally, whether ice cracks or not should be a plot device at
snow or ice that is tainted it is infected with giardia. Giardia is an the DMs discretion. Never-the-less if you require a random roll
intestinal parasite that lives in the feces of humans and animals. use the following formula.
Symptoms start several weeks after exposure and can disappear
• Base Chance to crack: 1
only to return a few days later. Giardia is transmitted by inges-
• Seasonal Modifiers: Summer +4, Fall +1, Spring +1, Winter -2
tion, has a DC of 16, an incubation of 1d3 weeks, and inflicts
• Thickness: -1 per foot of ice thickness
1d3 temporary Wisdom damage and 1d3 temporary Constitution
damage. Signs include swelling of the stomach, pale-colored • Salt Content: +5 if salt water ice (more fragile than fresh
feces, gas, headache, nausea, and depression. water)
• Tidal Action: +3 if waves beneath ice.
After tallying up all the additions and subtractions, roll 1d20. A
Terrain Features result less than or equal to your value indicates the ice has
cracked. This number also applies to the Reflex save penalty
necessary to determine if the character falls through the ice if it
Crevasse
cracks. Check for every 300 feet of movement on the ice. Gener-
Crevasses are inverted wedge-shaped depressions in ice and ally thick freshwater ice will not crack unless subjected to huge
rock, formed from the expansion and contraction of water in forces but salt water ice tends to be weaker.
cracks and crevices. Crevasses typically plunge 90 feet into the
snow and terminate in a pool of meltwater. Crevasses gradually Ice can also accumulate on items, making them very slippery.
become more filled with snow and ice until they are indistin- Creatures attempting to grasp an iced item must make a Reflex
guishable from flat terrain. A crevasse poses a dangerous threat save (DC 15). If the saving throw fails, the creature immediately
to a PC walking over it. The PC must make a Search check (DC drops the item. A saving throw must be made each round the
20) to detect it and, failing that, a Reflex save (DC 20) to avoid creature attempts to pick up or use the iced item.
falling 1d10*10 feet into the crevasse and suffering the appropri- Icicles can be used as weapons. An icicle inflicts 1d2 points of
ate falling damage. piercing damage, has a X2 critical, and weighs 1 lb. If a PC
misses by 5 or less with an icicle, the icicle shatters.
Glaciers
Glaciers cover no less than 10 percent of the earth’s land surface. Icebergs
They can be found on every continent, even on tropical islands. An iceberg is a massive floating body of ice broken away from a
The snow line where glaciers form varies, but it can be anywhere glacier. Icebergs range in height from 20 feet high and 50 feet
from sea level at the poles to 5,500 feet by the equator. Glaciers long to 250 feet high and over a mile or two in length. Some can
only a half a mile thick exert pressure of 62 tons per square foot, even reach 500 feet high and be several miles (km) long. Only
and can move up two-and-a-half miles per hour. Glaciers begin about 10 percent of its mass is above the surface of the water.
moving once they reach critical thickness, about 60 feet, and Icebergs are dangerous for a variety of reasons, including that
have even been clocked at 220 feet a day. some entirely flip over depending on their balance as they melt
Glaciers are not a credible threat to any PC who can move away from the sun and warmer waters. They move at speeds of seven
from them. However, glaciers are rife with their own dangers, or eight miles a day. It is believed that talking, laughing, smok-
including icefalls, seracs, moulins, crevasses, and snow swamps. ing or speaking a glacier’s name when paddling past causes it to
They are also formidable obstacles. A glacier has a hardness of 0 take offense and smother nearby boats with punishing ice.
and 3 hit points per inch of thickness. Glaciers have a Strength of There are a variety of reasons why PCs may find themselves on
60 for purposes of determining if it can break structures. Struc- icebergs, but staying on one may be a challenge. Once a day,
tures that are not smashed aside are caked over with ice. PCs who are on an iceberg that is slowly melting must make a
Listen or Spot check (DC 25) to notice that it’s slowly breaking
Ice apart. Once they notice, they have 1d4 minutes before its center
A permanent layer of ice covers much of the tundra. This ice of gravity shifts and the entire iceberg flips over. PCs who don’t
layer averages anywhere from 200 to 500 feet in thickness. At its evacuate the iceberg in that time must make a Reflex save (DC
edges, it can be as thin as 5 to 10 feet. Barrier ice, towering up to 30) or be dumped into the water. Success means they climb the
500 feet in some areas, borders much of the coast. Another form iceberg as it tips. PCs in the water must make a Swim check (DC
of ice known as platform ice covers small lakes and the edges of 30) or be smacked, hard, by the iceberg as it tips, slamming them
the sea. It ranges in thickness from 5 to 20 feet. Because it is so into the water for (1d6)*d6 points of damage. PCs who make the
rich with salt, it cracks easily. save are only brushed aside underwater and suffer half damage
from being battered beneath the iceberg. If a DM wishes to make
Characters walking on any ice must make Balance checks (DC
glaciers supernatural threats, a failed Survival or Knowledge
15) to avoid slipping and falling. Over long distances, a charac-
(nature) check can cause the iceberg to flip or precipitate an ice-
ter must make a check each minute. Characters in prolonged
fall (see below) as the iceberg becomes “offended.”
contact with ice may run the risk of cold damage.
27
Frost and Fur
Insect Cloud Natural Disasters
Mosquito, black fly, deerfly and midges can all be a nuisance in
the subarctic summer. The insects limit vision to 10 feet, and Avalanche
spellcasting within the cloud is nearly impossible (Concentration Avalanches are a significant mountain hazard. An avalanche is a
DC 25). Creatures inside the insect cloud, unless they have natu- mass of snow, ice, and debris that has come loose from a moun-
ral armor, sustain 1 point of nonlethal damage at the end of each tainside and fallen down a slope, picking up or pushing down
round, due to the bites and stings of the insects. Invisibility is no anything in its path. It often begins with a distinctive “crack”,
protection. All creatures with 2 or fewer HD are driven from the like the world’s largest popsicle stick breaking cleanly in half.
cloud at their fastest possible speed in a random direction and Even frost giants dread that sound. An avalanche can move hun-
flee until they are at least 100 feet away from the insects. Crea- dreds of tons of snow, ice and debris from 110-180 mph and
tures with 3 to 5 HD flee as well, though a Will save negates this sometimes up to 225 mph easily burying even the largest of
effect. (This urge to flee is an extraordinary fear effect DC 15.) monsters. Once in motion, snow slides are irresistible forces of
The insects fly at a speed of 20 ft per round. nature, tearing down trees and pulverizing buildings. When an
Heavy smoke drives off insects within its bounds. Fire also avalanche finally grinds to a halt, the snow congeals like con-
drives insects away. For example, a wall of fire in a ring shape crete, making rescue efforts extremely difficult.
keeps a cloud of insects outside its confines, and a fireball spell No one knows exactly when an avalanche will fall, what its path
clears all insects from its blast area (although others will replace might be, or how far down its path it will travel. Some areas are
them in 1d4 turns. A single torch is ineffective against this vast known to have avalanches during certain kinds of weather during
horde of insects although the smoke from multiple torches will certain times of year. And no one can tell who might survive an
suffice. A strong wind (21+ mph) that covers the entire cloud avalanche and who might not. Small avalanches can kill easily;
area will also disperse the insects. When it turns colder, these large avalanches may do little harm, even to those in their path.
nuisances are less active and they disappear at night.
Avalanches kill in two primary ways. First, they can kill with
Moulin their initial impact. Second, they can bury and suffocate their
victims.
Meltwater can pour into a moulin, a vertical pipeline in the ice
that channels surface water into the body of the glacier. Getting
caught in one of these traps is deadly. A Reflex save (DC 20) is Causes
necessary to avoid falling 1d10x10 feet into the moulin and suf- When the layers of snow packed on a mountain are of uneven
fering the appropriate falling damage. Additionally, the PC faces density, the potential for an avalanche is created. The uneven
drowning and hypothermia in the rushing water. On a successful density may have been created by warm weather lightly melting
Swim or Strength check (DC 15), the PC suffers only the cold an upper layer of snow, which freezes at night into heavier, icier
effects. On a failed check, he must make another check that snow. If this snow rests on an incline, the potential for an ava-
round or begin drowning. lanche is created. A heavy snow of 6 inches or more will put
stress on this uneven layer, causing the weaker supporting snow
Serac to give way. When this happens, you have an avalanche.
A tower of ice, a serac can stand more than 70 feet high. They Although many avalanches occur naturally, 90% of deadly ava-
are exceedingly unstable and sun, wind, and rain can cause the lanches are triggered by people crossing unstable snow. There
ice tower to topple, even setting off an avalanche. A serac that are several characteristics common to avalanche areas that help
collapses requires a Reflex save (DC 10) to avoid or the victim experienced mountaineers avoid them. Note that these methods
suffers 10d6 damage from crushing ice. are far from perfect; avalanches do happen at odd times without
Snow Swamp (Faerie Ice) warning.
Meltstreams and slush can cover up snow swamps, also known • Snowfall: Avalanches are most likely to run during or after
as faerie ice. Snow swamps look like dry snow but are unstable. snowfall of 6 inches or more. The day after a new snowfall is
Because of its granular density, snow swamps act like quicksand. the most critical time for avalanches. The pure clean snow on
Spotting a snow swamp requires a Spot check (DC 30). PCs sink hillsides that is so popular among skiers is exactly the same
at a rate of 2 feet a round. To avoid sinking, he must make a suc- snow that is most likely to start an avalanche.
cessful Reflex save (DC 20) to grab onto something and a subse- • Warm Temperature: Warm weather causes a shift in density
quent Strength check (DC 20) to haul himself out. One person of the topmost layers of snow, as described above. In addi-
can pull another out with a similar Strength check. Failure means tion, it heats the rocks to which snow clings, creating another
the trapped character continues to sink another two feet that distinct layer. It is these multiple layers that set the stage for
round. Two characters working together can save a companion
an avalanche.
automatically.
• Slope: The potential for avalanche exists on inclines of 30 to
45 degrees. If the incline is less, the snow typically does not
28
Environmental Hazards
• Rare Avalanche Sites (DC 20): An avalanche occurs perhaps
once per decade.
• Extremely Rare Avalanche Sites (DC 25): Avalanches are
nearly unheard of.
A character may only check an area once a day and may not take
a 10 or 20. Once an area has been identified as dangerous, it
need not be checked again that season.
If a party must cross through an avalanche zone while it is unsta-
ble, some basic precautions can be taken to help ensure some
measure of safety. The party should stay quiet and move quickly
through the zone. Creating loud noises and disturbances, or mak-
ing camp would be extremely unwise.
Triggering an Avalanche
Avalanche conditions must exist for an avalanche to occur. If the
DM determines those conditions exist, there is a base 1 in 20
chance (roll 1 on a d20) of an avalanche happening once an hour,
modified by the conditions listed below.
• Loud Noise: +2
• Bard Singing: +1
• Moderate Wind: +1
• Strong Wind: +2
• Severe Wind: +3
• Windstorm: +4
• Hurricane: +8
• Daytime: +1
• Nighttime: -1
have enough potential energy to start an avalanche. If the • Recent Snow: +3
incline is too great, not enough snow accumulates to make an • Explosion (e.g., fireball spell): +1 per 5 points of damage
avalanche. • Warm Temperature: +1/10 F° above 35°F
• Windward or Leeward: Avalanches tend to happen on the • Cold Temperature: -1/10 F° below 35°F
side of a mountain that accumulates the most loose snow.
Some mountaineers protect passes by starting avalanches in
Mountains primarily receive precipitation on one side, usually
high-risk areas to relieve the pressure from accumulating snow
the windward side (the side that faces the wind). The wind
on the ridges. To do so simply requires that the avalanche area is
then blows any loose snow to the leeward side (downwind).
identified (as described above), getting out of the likely path of
This snow, being lightly packed, makes for weaker upper lay-
the avalanche, and then striking the area with a destructive area
ers, which are more prone to collapse under pressure. spell or explosive effect.
29
Frost and Fur
generated for the duration of the avalanche—perhaps 30 to 40 fails, the character is hit broadside and takes full damage. The
seconds. character is also stunned, shaken, buried, and is pinned. Apply
the following circumstance modifiers to the saving throw. The
Survival base DC is listed above.
A deep rumbling usually precedes an avalanche. A successful • Shield: A PC with a shield receives a -1 circumstance penalty
Listen check (DC 15) will give a PC 1d4 rounds of warning. An for each size level of the shield (buckler -1, small -2, large -3,
avalanche can also be spotted from as far as 1d10x500 feet (DC tower -4) as it catches the snow and makes maneuvering dif-
20). If the Spot check to determine the encounter distance is ficult.
failed, the avalanche will be automatically seen at half the origi- • Size: The character suffers a -1 circumstance penalty for each
nal distance (likely too late). Assume an average avalanche will size category above Medium-size and receives a +1 circum-
travel 200 squares (1000 ft) per round. Characters who cannot stance bonus for each size category below Medium-size.
get out of the way (fly spell, teleportation, burrowing, etc.) will • Cover: If the character can find cover, apply all normal cover
have to try to survive it. Surviving an avalanche involves a pair bonuses to the saving throw. Any cover used must be able to
of saving throws. The first save is to see if the character is buried
withstand the avalanche (Tower shields do not qualify).
in the snow. The second save is a check to see if they had the
presence of mind to make an air pocket (if buried). Willpower Save: Finding an air pocket—If a character is buried
but not pinned, he may make a Will save (DC 20) to have the pres-
Reflex Save: Riding the snow wave—This saving throw deter-
ence of mind to form an air pocket under the snow and to not
mines how hard the avalanche hit them, and how deeply they are
panic and use up that air. If the saving throw succeeds, the charac-
buried. If the save succeeds, the character takes only half dam-
ter has enough air to breath for 1d4 hours without digging out fur-
age and is only minimally buried (half the listed depth) in snow.
ther air space. On a failed Willpower save, or if the character was
If it succeeds by 4 or more, the character is able to “swim” up to
pinned they have only 1d20 rounds of air. Once out of fresh air, a
the top of the snow and is not buried at all. If the saving throw
character begins to suffocate. A character can hold his breath for a
number of rounds equal to twice their Constitution After this
Table 2.11 Avalanche Size period of time, the character must make a Constitution check (DC
Roll (d20) Size Effect 10) every round in order to continue holding his breath. Each
1–5 Small A steep hillside: Snow buries any- round, the DC increases by +1. When the character finally fails his
thing in path in 7–12 inches of snow. Constitution check, he begins to suffocate. In the first round, he
Base damage is 1d6 if in path, 4d6 in falls unconscious (0 hp). In the following round, he drops to -1 hit
the bury zone. Snow travels for points and is dying. In the third round, he suffocates.
10d10 yards and is 1d4x100 feet
wide. Winds from 0 to 60 mph are Loosely packed snow has a great deal of air trapped in it. Tun-
generated. Reflex DC 13 neling through that snow frees up a lot of that air. As long as an
6–13 Medium A short mountainside: Snow buries individual keeps digging, he can continue to breathe with diffi-
anything in path in 1d6 feet of snow. culty (treat as slow suffocation), taking 1d6 points of nonlethal
Base damage is 3d6 if in path, 8d6 in damage every 15 minutes. Being buried alive is extremely dis-
the bury zone. Snow travels for orienting and requires a successful Survival check (DC 20) to
5d100 yards and is 1d6x100 feet determine which way is up. PCs can dig their way out at a rate of
wide. Winds from 110 to 150 mph one foot per round if they aren’t pinned. If pinned, the character
are generated. Reflex DC 15 can make an Escape Artist check (DC 10 + feet of snow buried
14–19 Large A large mountainside: Snow buries in) to maneuver himself so he can dig himself out. If the charac-
anything in path in 2d6 feet of snow. ter fails the check or doesn’t have the skill, he must get outside
Base damage is 5d6 if in path, 12d6 help or suffocate as above.
in the bury zone. Snow travels for
10d100 yards and is 2d6x100 feet
wide. Winds from 150 to 180 mph are
Rescue
generated. Reflex DC 17 Characters who have not been buried or have freed themselves
20 Catastrophic Several avalanche areas falling at can attempt to rescue other characters trapped in the snowdrifts.
once: Destroys trees, changes the The rescue party will have four concerns: (1) finding buried
landscape, levels buildings and even party members, (2) digging through the snow effectively, (3)
towns. Snow buries anything in path time, and (4) a follow-up avalanche.
in 3d20 feet of snow. Base damage is The hardest part of rescuing people buried in snow is finding
10d6 if in path, 24d6 in the bury them. The snow gives no indications as to whether someone is
zone. Snow travels for 1d4 miles and buried under it or not. Snow also muffles sound so characters
is 3d6x100 feet wide. Winds exceed-
buried in as little as 5 feet of snow will not be heard. There are
ing 180 mph are generated. Reflex
many ways to find a buried character, magical means being most
DC 21
30
Environmental Hazards
effective, but more mundane techniques exist: The PCs can dig Large or smaller creatures who fail the save are swept away by
at random locations (trial and error—a very slow method); An the rushing water, taking 1d6 points of damage each round from
animal can try to locate them by scent (Survival DC 25); Long the battering (1d3 on a successful Swim check) plus potential
poles can be used to probe the snow (Search DC 20 + snow nonlethal damage due to hypothermia. Huge creatures that fail
depth). Unfortunately all the non-magical methods take time; are knocked down and face potential drowning. Gargantuan and
time the pinned characters might not have. Even if a character Colossal creatures must also make saves, but they only drown if
has sufficient air, they will still suffer from exposure. the water rises above their heads.
Icefall Lahar
Ice avalanches are deadlier, if that’s possible, than snow ava- When a volcano erupts, the meltwater carries away enormous
lanches. They slide on snow but have incredible mass. Icefalls quantities of recent and old ash, creating a mudflow known as a
occur where a glacier plunges over a steep slope, the velocity of lahar. Lahars are debris flows that contain a high concentration
the ice can suddenly triple to as much as six inches an hour for a of icy debris to give them the internal strength necessary to
distance of a few dozen yards. The brittle surface of the ice can- transport huge boulders as well as buildings and bridges and to
not keep pace with the plastic flow underneath and repeatedly exert extremely high impact forces against objects in their paths.
splits open under stress into a honeycomb of intersecting cre- Lahars can be a few hundred yards wide, tens of yards deep,
vasses. As the fissures deepen, they cleave out individual pillars flow at several tens of yards per second, and travel over 100
of ice called seracs. miles from the initial debris site.
The game mechanic for icefalls is identical to that of an ava- In essence, a lahar is a combination of a jökulhlaup and an ava-
lanche (size, damage, Reflex save), however a buried character lanche. Creatures in the lahar’s path must make a Fort save (DC
does not receive a Willpower save to create an air pocket, nor 20). Large or smaller creatures that fail the save are swept away
can he dig himself out. Chunks of ice are far less yielding than by the rushing water, taking 4d6 points of damage each round
loose snow and do not contain large amounts of air to breath. (2d6 on a successful Swim check) and face further potential
damage from hypothermia. Huge creatures that fail are knocked
Jökulhlaup down and face potential drowning. Gargantuan and Colossal
Jökulhlaups happen when a glacier dams up water that has creatures must also make saves, but they only drown if the water
already melted. Once the water finds its way through the ice rises above their heads. Those at the base of a lahar suffer 8d6
blocking its flow, the resulting explosion sends icy water flowing points of damage or none with a successful Reflex save (DC 15).
down the slopes at high speeds, spewing up to 30 miles out and Failure of either save means the character is pinned and buried in
turning up to 386 square miles of plain into a vast lake. Creatures mud. The character will begin drowning almost immediately.
in the jökulhlaup’s path must make a Fortitude save (DC 15).
31
Races
It only took a few months before the Torassians returned. eyes were wide and dilated. When she looked at Kanereyk-
Once ships had been spotted, Anjka decided to perform the lak, she looked through him.
Kushapatshikan, or tent-shaking ceremony, to find out
“The Mishtapeu is angry. She has spoken to the other Mish-
more about the invaders.
tapeuat and their Angakoqs. The Torassians have built a
She stepped over the freshly picked fir boughs in the main fort.”
tent into another smaller tent. It was covered with caribou
Kanereyklak’s hands balled into fists.
hide and supported by eight poles. As soon as she stuck her
head in the tent, it began to shake violently. The voices of “They call the fort Novo Arkhangel’sk. They are using it to
beasts and people shouted, yelled, and squealed within. hunt seal.”
A thin sheen of sweat covered Kanereyklak’s forehead. “How many men?” Kanereyklak asked through gritted teeth.
Although he had witnessed tent-shaking ceremonies before, “Perhaps sixty, perhaps more.”
he was never comfortable with his wife in a small tent sur-
rounded by potentially hostile spirits. To perform a tent- “Sixty guns.” Kanereyklak shook his head. “One man with
shaking ceremony required an accumulation of even one of those weapons could kill many of our best war-
manitushiun, power granted through the hunting of animal riors.”
spirits. But Anjka did not need to hunt to gain such power, Anjka put one hand on his shoulder. “They are merely hir-
as an angakoq, her relationships with the animal masters ing the local tribes.”
bestowed much manitushiun through association alone.
“For now,” Kanereyklak said softly, “for now.”
Then it was over and the tent stopped shaking. Anjka
emerged, drenched in sweat, but otherwise unharmed. Her A few days later Aleksander and his men came to
Kanereyklak’s tribe. They met across the frozen wastes, a
32
Races
few miles outside of the village. Kanereyklak negotiated the This chapter details the various races and how they might be
exchange. The two spoke in the Southern tongue, which was applied to a cold setting. Additionally, various subraces are
unknown to both Aleksander’s and Kanereyklak’s people. listed, each described along with the culture it originated from.
“I am glad you came comrade,” Aleksander said with a
broad grin. He appeared more confident. “I have come to
repay the kindness you have shown me.” Dwarves
“You are hiring the men to do work, when they should be warves may at first seem particularly suited to cold lands,
hunting for their own tribes for the coming winter. It will be D with their large beards and propensity for burrowing under-
colder this year.” ground. However, a beard can sometimes be a hindrance in the
arctic lands. Moisture collects on a dwarf’s long beard from his
Aleksander continued to maintain a strained smile. “Yes,
nose and mouth and instantly freezes in temperatures below 32
and that is while they will need to hunt faster.” He gestured,
degrees Fahrenheit. This hair, now turned to ice, can break off
and one of Aleksander’s men brought over a flintlock mus-
and tear skin off with it.
ket. “This will double your kills, and you will make enough
for us and for you. I will give your men fine drink as well.”
Apply the following modifications to dwarves:
“Drink?” Kanereyklak didn’t spare the gun a glance, but the • Beard Hindrance: Dwarves who do not have the Hot-
younger tribesmen examined it with reverence. Blooded feat must make a Fort save (DC 10) once every hour
“Drink! You haven’t had a real drink until you’ve had they are in such cold conditions. Failure means the dwarf
Torassian whiskey. Here,” he offered a metal flask, “try takes 1 point of nonlethal cold damage in addition to any
some.” hypothermia or frostbite effects. Their rank in Survival may
Kanereyklak’s nostrils flared in derision. “I know what that be applied to the saving throw.
is,” he waved off the drink, “and I know what you are.” • Compact: Dwarves are more compact than other races. As a
result, their blood doesn’t have to travel as far to heat their
“Then you know,” Aleksander said softly, “that this is what’s extremities. Dwarves receive their +2 racial bonus on saving
best for your tribe.” throws for exposure.
Kanereyklak knew that he could not battle the progress and • Favored Terrain: Cold Mountains. Dwarves are most at
competition of the other tribes. Aleksander’s menacing tone home in the mountains. Whenever in that terrain, a dwarf
meant they didn’t have a choice. It was only a question of receives a +2 racial bonus to all Balance, Climb, and Survival
how much corruption they were willing to take. checks. Dwarves automatically know any avalanche zone in
their native mountains.
“We will only take the guns,” he said. “You can keep your
whiskey.” • Stonecunning: Stonecunning is more challenging in snow-
covered mountains. Dwarves only receive a +1 racial bonus on
“Excellent!” Aleksander shouted, clapping the smaller man Search checks to notice unusual stonework when it is covered
on the back and gripping his hand in a painful handshake. with snow or ice. The dwarf must actively look for the unusual
The other Torassians let out a whoop at the obviously good stonework (instead of just coming within 10 feet of it).
sign. “Then it is done. The men who wish to get their guns • Mountain Fighting: A dwarf with 5 or more ranks in the
must report to Novo Arkhangel’sk tomorrow morning.” Balance skill retains his dodge bonus against giants when
Kanereyklak nodded and turned to the young warriors who fighting on mountains or slippery surfaces.
accompanied him. He said in their native tongue, “The
adlait offers us weapons in exchange for sealskins. He says Subrace: Domovoi (Slavic)
that we will hunt faster with their weapons. They want all Domovoi have a peculiar relationship with humanity. They are
who are interested to join them tomorrow morning.” cohabitants, often sleeping under the family stove. They watch
Aleksander turned to his own men. “The kolosh have wel- over the family and see themselves as their protectors and
comed us to their land,” he said. “They will help us hunt, helpers, but they expect to be respected in return. Females are
they will bring us seal skins, and we will all become very, called domovika and they usually live in the cellar of homes.
very rich!”
The young warriors, respectful of their elder’s words showed
The domovoi lose the following traditional dwar-
little signs of joy at the news. The Torassians raised their ven abilities:
fists in triumph. Having conducted their business for the • Weapon Familiarity with dwarven racial weapons.
day, the two groups parted ways. • Stability bonus to resist being bull rushed.
• +2 racial bonus on saving throws against poison.
• +1 racial bonus to attack rolls against orcs and goblinoids.
• +4 dodge bonus against creatures of the giant type.
33
Frost and Fur
Domovoi gain:
• Favored terrain: Cold Plains. Domovoi receive a +2 racial
bonus to Listen, Move Silently, and Spot checks. Domovoi
use these skills to guard their homes.
• Spell-like Abilities: Domovoi with Charisma scores of 10 or
higher may cast the following 0-level spells (cantrips) ghost
sound, mending and mage hand, each once per day. Treat the
domovik as a 1st-level caster for all spell effects dependent on
level. DCs are Charisma based.
• Small: As Small creatures, domovoi gain a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller weapons
than humans use, and their lifting and carrying limits are
three-quarters of those of Medium-size creatures.
34
Races
• +2 racial bonus on Craft checks. Keelut apply this bonus to Apply the followig modifications to elves:
barkcraft, scrimshaw, weaving, or woodwork. • Favored Terrain: Cold Forest. Elves receive a +2 bonus to
Move Silently, Hide, and Survival checks in Cold Forests.
Subrace: Prehistoric (Ice Age) Dwarves • Hot-Blooded: Elves seem to be completely immune to the
Prehistoric dwarves live in the wild uncultivated parts of the effects of the cold and receive Hot Blooded as a bonus feat.
country, not necessarily because immigrants dispossessed them, • Detect Doors: Elves only receive a +1 racial bonus to Search
but because they are entirely pastoral and unacquainted with checks for secret or hidden doors covered in ice or snow.
agriculture. Though they are sometimes found in forests, they • Snow Walk: Elves with 5 or more ranks in Balance can walk
prefer open moors and heaths that provides pasturage for their on snow rather than wade through it. They are completely
cattle. Prehistoric dwarves live chiefly on the milk of their herds, unaffected by any penalties for movement or combat in snow
with an occasional feast of meat. They are hairy and have dark and are considered to be on higher ground when engaging an
complexions. Their dwelling-places are built of stone, wattle or opponent in melee who is wading through the snow.
turf, and are in beehive form. Entire families live together in this
fashion. Their houses are used in the winter only. Prehistoric Subrace: Alfar (Nordic)
dwarves live entirely out of doors in the summer. Prehistoric
The alfar are quite similar to elves in traditional fantasy campaigns,
dwarves learned quickly that the best defense is a strong offense.
however they are much more alien in personality, acting on seem-
They are masters of bronze, of which they pride themselves in an
ingly random whim, doing as they please. They live in mounds and
era when stone implements are the norm. Prehistoric dwarves
barrows, where, just beyond the Prime Material Plane, they live in
have a matriarchy. The king has a secondary place except in
a parallel realm with their own homes and families.
times of war. Property is communal. They breed cattle and dogs.
35
Frost and Fur
Leshii gain:
• Favored Terrain: Cold Forest. Leshii receive a +2 racial
bonus to Knowledge (nature), Profession (apothecary), and
Survival checks in Cold Forests. They feel the pain of the for-
est around them, weeping at the loss of a single tree.
• Proficiency with whip and club: These are the leshii’s
weapons of choice.
• Spell-like Abilities: Leshii with Charisma scores of 10 or
higher may cast the 0-level spells (cantrips) ghost sound,
dancing lights and prestidigitation, each once per day. Treat
the leshy as a 1st-level caster for all spell effects dependent on
level. DCs are Charisma based.
36
Races
Gnomes docile or peaceful by any means. Polevoi have black or dark-
brown colored skin, grass-like hair. Their brown eyes resemble
nomes are the most adaptable of the races that might dwell
G in a cold land. Their relationship and communication with
burrowing animals is an important cornerstone of their survival
glittering stones.
Polevoi lose:
techniques. Understanding how to burrow into the snow and per-
• Weapon Familiarity with gnomish racial weapons.
mafrost to keep warm allows gnomes to disappear during the
• +1 racial bonus to attack rolls against kobolds and goblinoids.
coldest months and reappear during the warmer seasons.
• +4 dodge bonus against giants.
• +2 racial bonus on Craft (alchemy) checks.
Apply the followig modifications to gnomes:
• Favored Terrain: Cold Plains. Gnomes know how to sur-
Polevoi gain:
vive in places where there is no shelter from the bitter winds.
• +1 racial bonus to Climb, Move Silently, Swim, and Survival
As a result, they gain a +2 racial bonus to Balance, Hide, and
checks. Polevoi are familiar with all aspects of their terrain.
Survival checks in Cold Plains terrain.
• Proficiency with sickle or scythe.
• Burrow: Gnomes know how to burrow into deep snow and
• Low-light Vision.
survive there. A gnome can burrow at a rate of 10 feet per
round with his bare hands. As a standard action, a gnome in
more than a foot of snow can dive into it to receive full Con- The following abilities are changed:
cealment (see Snow under Environmental Hazards). • Spell-like Abilities: Polevoi with Charisma scores of 10 or
• Deep Snow Fighting: Gnomes with 5 or more ranks in Tum- higher may cast the 0-level spells (cantrips) light, daze and
ble are unaffected by deep snow. They can move through prestidigitation, each once per day. Treat the polevik as a 1st-
snow at their normal speed and do not receive any combat level caster for all spell effects dependent on level. DCs are
penalties for being in deep snow (see Snow in the Environ- Charisma based.
ment chapter). • Favored Class: Cossack (see the Slavic campaign setting in
this book).
Subrace: Maahiset (Nordic)
Subrace: Swaxtiutid (Eskimo)
The maahiset are much more tied to the element of Earth than
other gnomes. Their affinity with it is so strong that they rival Gnomes are known as swaxtiutid. They are about the size of
dwarves in their mastery of the underground. small children and dance about in wild and lonely places, like
springs or ponds. They are the keepers of secret songs, which
many angakoq hope to possess.
Maahiset lose the following:
• Weapon Familiarity with gnomish racial weapons.
• +2 racial bonus on saving throws against illusions.
Swaxtiutid lose:
• Weapon Familiarity with gnomish racial weapons.
• +2 racial bonus on Craft (alchemy) checks.
• +1 racial bonus to attack rolls against kobolds and goblinoids.
• +4 dodge bonus against giants.
Maahiset gain: • +2 racial bonus on Craft (alchemy) checks.
• Stonecunning. As the dwarven ability.
• Favored Terrain: Cold Underground. A maahiset receives a
+2 racial bonus to Listen, Spot, and Hide checks when in
Swaxtiutid gain:
• Favored Terrain: Cold Marsh. Swaxtiutid gain a +2 racial
Cold Underground terrain.
bonus to Perform (chant), Perform (dance), and Survival
checks in Cold Marsh terrains. Swaxtiutid spend their time
The following abilities are changed: singing and dancing in the forest.
• Spell-like Abilities: Maahiset with Charisma scores of 10 or
higher may cast the 0-level spells (cantrips) open/close,
mending and mage hand, once per day. Treat the maahiset as
The following abilities are changed:
• Automatic Languages: Swaxtiutid can use speak with ani-
a 1st-level caster for all spell effects dependent on level. DCs
mals to speak with any amphibian or fish that lives in fresh-
are Charisma based.
water springs or ponds instead of burrowing mammals.
• Favored class: Cleric. Maahiset clerics invariably worship a
• Spell-like Abilities: Swaxtiutid with Charisma scores of 10
deity with the Earth domain.
or higher may cast the 0-level spells (cantrips) daze, guid-
Subrace: Polevoi (Slavic) ance and create water, each once per day. Treat the swaxtiu-
tid as a 1st-level caster for all spell effects dependent on level.
Polevoi are most at home in the fields. As such, they are protec-
DCs are Charisma based.
tors and keepers of fields and farms. This does not mean they are
37
Frost and Fur
Apply the followig modifications to half elves:
• Favored Terrain: Cold Forest. Half-elves receive a +1
bonus to Move Silently, Hide, and Survival checks in Cold
Forests.
• Hot-Blooded: Elves are resistant to the effects of the cold
and receive a +2 racial bonus to resist cold effects.
• Detect Doors: Half-elves do not receive any racial bonus to
Search checks for secret or hidden doors covered in ice or
snow.
• Snow Walk: Half-elves with at least 5 ranks in the Balance
skill cut the penalties of snow effects in half when calculating
movement and speed.
38
Races
• Snow Walk: Halflings with 5 or more ranks in Balance can The following abilities are changed:
walk on snow rather than wade through it. They are com- • Favored Class: Monk.
pletely unaffected by any penalties for movement or combat in
snow and are considered to be on higher ground when engag- Subrace: Nisse (Nordic)
ing an opponent in melee who is wading through the snow. Nisse are proud spirits of farms and homes. They establish
• Ski: Halflings with 5 or more ranks in Tumble checks can domains covering both land and people and determine whom
slide across snow and ice at high speeds. A halfling can move they will bless with their presence. Adventuring nisse are those
at double or normal his speed without provoking an attack of who have decided a protected person needs their help—whether
opportunity by sliding across snow and ice. he wants it or not.
Subrace: Katshimetsheshuat (Eskimo)
Halflings are changed significantly in an Eskimo campaign. Kat-
Nisse lose the following:
• +1 racial attack bonus with a thrown weapon.
shimetsheshuat are only seen or heard in the dark or fog. They
are fond of throwing stones at tents, stealing camp belongings, • +2 morale bonus on saving throws against fear.
and if the mood strikes them, kidnapping. Children are some-
times exhorted not to stray too far from camp for fear that kat- Nisse gain:
shimetsheshuat will accost them. • Spell-like Abilities: Nisse with Charisma scores of 10 or
higher may cast the 0-level spells (cantrips) prestidigitation,
Katshimetsheshuat (Katshi, for short) in an mending and mage hand, each once per day. Treat the nisse
as a 1st-level caster for all spell effects dependent on level.
Eskimo campaign lose:
DCs are Charisma based.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• Favored Terrain: Cold Plains. Nisse receive a +2 bonus to
• +1 racial bonus on all saving throws.
Craft, Knowledge, and Profession checks in Cold Plains.
• +2 morale bonus on saving throws against fear.
Subrace: Prehistoric (Ice Age) Halflings
Katshi gain:
Prehistoric halflings must struggle to survive in a world that
• Darkvision: Katshi can see in the dark up to 60 feet. Darkvi-
rewards the powerful and punishes the weak. To that end, they
sion is black and white only but it is otherwise like normal
have made alliances with canines of all types. Domestication, the
sight. Katshi don’t mind the dark at all.
taming and inclusion of normally wild animals in halfling cul-
• Favored Terrain: Cold Plains. Katshi receive a +2 racial
ture, starts in this age with dogs. Wild dogs shared a similar pack
bonus to Hide, Search, and Move Silently checks in Cold structure to halflings and are found to be very flexible in how
Plains. Katshi enjoy penetrating camps and stealing supplies. they defined their pack. Dogs accept a non-dog as pack leader
• Hot-Blooded: Katshi get Hot Blooded as a bonus feat. and are comfortable with sharing a kill. Dogs also have rudimen-
• Spell-like Abilities: Katshi with Charisma scores of 10 or tary communications skills and adapt to directions given by
higher may cast the 0-level spells (cantrips) ghost sound, halfling pack mates. As dogs grew to trust and interact with
prestidigitation and know direction, each once per day. Treat humans, halflings made places for them in camp and began gen-
the katshi as a 1st-level caster for all spell effects dependent on erations of breeding. They ride them as mounts and use them in
level. DCs are Charisma based. hunting.
39
Frost and Fur
Half-Orcs
alf-orcs, like half-elves, aren’t common in cold lands.
H Xenophobia is the rule, because tribes and cultures compete
for resources. Such pairings are rare and usually forced. Half-
orcs are more ferocious, violent, and brutal (if that’s possible) in
the arctic lands, where only the strongest survive.
40
Races
Culture: Aleut (Eskimo) l’aweidi, S’iknax’adi, Naanyaaaayi, S’eet’kweidi, Chookaneidi,
Kaagwaantaan, Yanyeidi, Tsaaqweidi, Was’eeneidi, Wooshki-
An island people, the Aleut flourish in a land of cold islands with
taan, Naasteidi, Laayaneidi, Lukaaxadi, L’uknax’adi, Takdein-
damp, thick fog. The men are hunters and fishermen and the
taan, Kiks’adi, Deisheetaan, Kaachadi, Ishkahittaan, L’eeneidi,
women are very skilled cooks. The Aleutian people tend to be
Sukteeneidi, Gaanax’adi, Kwaashk’i Kwaan, Teey Hit Taan,
small and have dark skin, dark eyes and black hair. Aleuts have
Gaanaxteidi, Naaaaadi, Neixadi. The Inuit mummify their
their own language. Aleuts live in villages consisting of several
nobles, build houses of wooden slabs, and are expert whale-
semi-subterranean houses, marsh grass covered huts and small
hunters. Their housing varies from the igloo made of ice blocks
wooden structures called frame houses. They hunt sea lion, seals,
to whalebone, wood, and sod semi-subterranean huts, to caribou
whales and fish out of the sea from skin-covered boats. The
or seal skin lodges during the summer season. They are superb
hunters in the Aleutian culture obey hunting rules and taboos laid
ice and sea navigators with dog-drawn sleds and kayaks. A prac-
down by their local angakoq. The angakoq also deal with sick-
tical people, they practice infanticide and leave their old to die in
ness or injury. The Aleut have a structured society of chiefs, com-
times of great hardship. Inuit receive the below bonuses but do
moners, and slaves. The toyon, or village chief, ranks over the
not gain extra feats as most humans do.
noble under him, called sukaskiq, through the importance of his
possessions, including shells and amber. Beneath the nobles are • Proficient with the composite shortbow, shortspear, and bola.
the commoners and slaves. Unlike the Tlinigit (below), the Aleut Inuit use these tools to survive, so they are all familiar with
do not practice the potlatch. The leaders are recruited from the these weapons.
high nobles or the chiefly elite. The “east” and the “above” are • Favored Terrain: Cold Desert. Inuit receive a +2 cultural
the sacred dimensions associated with the creator—Agugux. At bonus on Climb, Move Silently, and Survival checks on Cold
dawn Aleut men emerge on the rooftops of their houses and face Desert terrain. Inuit are agile, surefooted, and athletic.
the east to greet the day and “swallow light.” Aleut receive the • Hot-Blooded: Inuit get Hot Blooded as a bonus feat.
below bonuses but do not gain extra feats as most humans do. • Automatic Languages: Common and Inuit. Bonus Lan-
• Proficient with the harpoon and composite bow. Aleut use guages: Aleut and Tlingit.
these tools to survive, so they are all familiar with these • Favored Class: Ranger. A multiclass Inuit’s ranger class
weapons. does not count with determining whether he suffers an XP
• Favored Terrain: Cold Aquatic. +2 cultural bonus on Craft penalty for multiclassing. Almost every Inuit male is a ranger
(weaving), Profession (sailor), and Swim checks. Aleut are because it is an integral part of his survival.
excellent basket weavers and excel at hunting on the ocean.
• Hot-Blooded: Aleut get Hot Blooded as a bonus feat. Culture: Norsemen (Nordic)
• Automatic Languages: Common and Aleut. Bonus Lan- Norsemen are fair- or olive-skinned, with blonde, black, brown, or
guages: Inuit and Tlingit. red hair and brown or blue eyes. They are legendary for their
• Favored Class: Ranger. A multiclass Aleut’s ranger class height, especially in comparison to other European peoples. They
does not count with determining whether he suffers an XP average a height of six feet. Male names include Agnar, Aran,
penalty for multiclassing. Almost every Aleut male is a ranger Bjarkmar, Borgar, Drott, Egil, Einar, Eirik, Fafnir, Frodi, Gjuki,
because it is an integral part of his survival. Gim, Gripir, Hagal, Hamdir, Idmund, Ivar, Kjar, Leif, Melnir, Neri,
Olaf, Raknar, Sigmund, Sigurd, Thord, Thorir, Ulf, Vignir, and
Culture: Inuit (Eskimo) Yngvi. Female names include Arnora, Bera, Brynhild, Dagny,
Edda, Freydis, Grimhild, Helga, Isgerd, Kara, Lofnheid, Olvor,
The Inuit peoples are generally shorter and broader than other
Ranghild, Sigrid, Throa, Unn, Vaetild, and Yrsa. Norsemen receive
human cultures, with rounder faces, lighter skin, and epicanthic
the below bonuses but do not gain extra feats as most humans do.
eye folds (the small of the skin covering the inner corner of the
eyes that is common to Asian peoples). They are rarely taller • Proficient with the battleaxe and shortspear. The Norsemen
than five feet at most, have black hair and small ears pressed flat are best known for their use of the axe and spear in combat.
against their heads. Names are passed on to a young child when • Favored Terrain: Cold Aquatic. Norsemen receive a +2 cul-
a person of any age dies. Naming has special significance, as tural bonus to Intimidate, Profession (sailor), and Swim
Inuit names include part of the identity and character of the name checks. The Norsemen admire strength and encourage vio-
bearer. The Inuit do not show any preference for passing names lence, even amongst each other, at an early age.
within particular families or along paternal or maternal lines. On • Hot-Blooded: Norsemen get Hot Blooded as a bonus feat.
the other hand names do associate historically with a general • Automatic Languages: Common and Nordic.
locale. Male names include Âta, Âlipak, Anda, Kâle, Dâve, • Favored Class: Barbarian. A multiclass Norseman’s barbarian
Farîarik, Jaipity, Jûât, Kanereyklak, Lâse, Mâsse, Nareyklak, class does not count with determining whether he suffers an
Pîtaq and Sergius. Female names include Aleqasina, Ámâlia,
XP penalty for multiclassing. Norsemen are terrifying oppo-
Angnîta, Anjka, Âpilût, Hiti, Ilîna, Kâlat, Kâtak, Lâva, Naja,
nents and even the least of them is a formidable combatant.
Ripíka, Sâlat, Karmiti, Kirima, Meriwa, Naqi, Ningeogapik and
Sedna. Family names include: Shangukeidi, Teikweidi, Dak-
41
Frost and Fur
Inuit Glossary naneq: lamp
aga: mother nannuraluk: polar bear
ageatulaitpoq: there’s no bottom to his stomach nawyat: seagull
alapa: it’s cold! nukka: younger sister
anauytuk: snow-stick okauyak: a shrub
anut: harness for dog onipqaqtoq: tell a story
anyu: snow used for a specific purpose pinahut: three
arnaq: woman poallu: skin mitts
igalaq: window of igloo purnaq: fat (from a duck)
iglopuk: large snow house qaqsrauk: loon
ihun: lake trout qatqain: come
ikiaq: red spruce qeorvik: a piece of wood
ikun: knife or skin: scraper of horn or stone qilamitaun: bola
ileanaitut: glad qilaq: sky or heaven
ilipikuk: sealskin footwear qopuk: ice-crack
imnek: cliff qorviq: chamber pot
inallu: little intestine sieraq: connors (small fish)
injuquaq: old man sitamat: four
innuk: two men tallut: caribou hunting pits
iqniq: meteors tamaiijja: “there you are”
itigiaq: weasel tattilgat: brown crane bird
itsalik: deerskin tent tavrani tavra: stop,stop!
kalnaq: long-stemmed pipe tiguaq: an adopted child
kamik: boot tikivik: thimble holder
kammuk: deerskin boot tipuk: herrings
kannannaq: north wind tiquana: adopted son
kannoyak: cotton grass tukturaluk: caribou (said with amazement)
kanut: white geese tullik: yellow billed loon
kataq: pot, dish tulugaq: raven
keruguq: used to tie a dog uglu: seal hole in the ice
kesuk: water-sky ugyuk: bearded seal
kia: who ukluk: skin of the brown bear
kilallurak: white whale ulo: woman’s knife
kilaun: drum umiak: large skin-covered boat
kinalik: eider duck umiaktorvik: river
kulitak: heavy skin coat una: this one
kulliq: lamp unalaq: west wind
mumik: drumstick unedlaq: basket
naga: NO! unisat: cache
nagojut: friendly uvinaq: lemming nest
Culture: Prehistoric (Ice Age) of terrain to control the field of battle. They flank opponents, to
take advantage of openings. They react to protect their injured
Humans tend to live in clans and tribes, usually bound by family
while still maintaining a pattern. They understand the value of
affiliation. These close bonds promote cultural identity and
the individual, so they do not throw themselves away wantonly.
enforce group identity in clan or tribal defense. Tactics arise
Nevertheless, mortality rate is high amongst humans: men live to
from mutual trust and dependency. Men of varying ability can
40 at most and women rarely live beyond the age of 20. Prehis-
hunt together and bring down more animals than a single man
toric humans receive the below bonuses but do not gain extra
alone. This allows the clan or tribe to eat better and thus made
feats as most humans do.
life easier for everybody. Coordination in combat becomes
essential as growing clans and tribes require more food. Humans
tend to target individuals or small groups. They take advantage
42
Races
• Automatic Languages: Humans speak their own language Culture: Tlingit (Eskimo)
but are illiterate.
The Tlingit are primarily a fisher folk, although they are also
• Hot-Blooded Feat: Humans get Hot Blooded as a bonus feat. highly successful traders between other tribes and foreigners.
• Favored Class: Ranger. A multiclass prehistoric human’s They are exceptional woodcarvers and basket makers and are
ranger class does not count with determining whether he suf- renown for their Chilkat blanket woven of cedar bark and moun-
fers an XP penalty for multiclassing. Prehistoric humans are tain goat wool. The Tlingit follow many typical customs of other
survivors by nature. Eskimos, including salmon fishing, sea and land mammal hunt-
ing, totem pole carving, wooden ceremonial masks, large houses
Culture: Slavs (Slavic) made of wood, cedar chests and boxes, the potlatch, a society
Humans in Slavic lands tend to be stout, powerful individuals, based on rank and wealth, dugout canoes, slave-keeping, and
not unlike a larger version of dwarves. Beards are common, with extensive trade. Tlingit totem poles are constructed as an integral
hair ranging in color from black to brown to red. Their eyes can part of their homesteads. Each brightly painted figure represents
be brown, green, or black. Slavic peoples are a mix of other people or animals that have special meaning to the clan’s history.
human types, so their skin color varies greatly: golden- and When a pole is erected, the speaker relates stories of the clan’s
ivory-skinned are just as common as brown-skinned Slavs. Typi- ancestry. The Tlingit live in large community houses and are
cal Slavic male names include: Aleshin, Aliosha, Boris, Busla, dependent on the sea for food. They are characterized by a
Dalmat, Dmitri, Dobrinya, Fedor, Gregor, Ilya, Ivan, Kirbitei, highly developed wood carving art, including totem poles, house
Mikhail, Peter, Sergei, Solovei, Vasily, Vladimir, and Yakov. fronts, masks, and other ceremonial items. They also use the tra-
Typical female names include: Anastasia, Elena, Katerina, dition of the potlatch, which is a display of wealth and a festival
Marfa, Sofia, and Tatiana. Slavs receive the below bonuses but for exchanging goods. The Tlingit receive the below bonuses but
do not gain extra feats as most humans do. do not gain extra feats as most humans do.
• +2 cultural bonus on saving throws against poison. Slavic • Proficient with the hand axe and longbow. Tlingit use these
people love to drink. They have such a high tolerance to alco- tools to survive, so they are all familiar with these weapons.
hol that they are hardier than other folk. • Favored Terrain: Cold Forest. Tlingit gain a +2 cultural bonus
• +2 morale saving throws against fear. Slavic people are notori- on Craft (weaving), Craft (carving), and Survival checks in
ously difficult to impress or frighten. They are so accustomed Cold Forests. Tlingit are excellent basket weavers and carvers.
to grief that the horrors of the supernatural rarely phase them. They are most known for their elaborate totem poles.
• Favored Terrain: Cold Forest. Slavic peoples gain a +2 cul- • Automatic Languages: Common and Tlingit. Bonus Lan-
tural bonus to Craft, Knowledge, and Profession checks in guages: Inuit and Tlingit.
Cold Forest terrain. • Totems: Totem feat (raven or wolf) as a bonus feat. This feat
• Hot-Blooded: Slavic people get Hot Blooded as a bonus feat. determines the Tlingit’s totem allegiance.
• Automatic Languages: Common and Slavic. • Favored Class: Barbarian. A multiclass Tlingit’s barbarian
• Favored Class: Commoner. A multiclass Slav’s commoner class does not count with determining whether he suffers an
class does not count with determining whether he suffers an XP penalty for multiclassing. The Tlingit are fearsome war-
XP penalty for multiclassing. It is an unfortunate reality that riors, thus the barbarian class suits them well.
most Slavs were commoners, although they often rose above
their class through heroic deeds.
43
Classes
Kanereyklak noticed a change in the younger warriors of gun. The other boys say these things because their parents
the tribe. At first only a few carried the guns the adlait sup- say these things.” He leaned forward, “Don’t they?”
plied. Then it was more. Then it was half. A few weeks later,
Nareyklak nodded.
every warrior had a gun. Except for Nareyklak.
“What are the guns made of, Nareyklak?”
“Father said that I must ask you for permission,” the young
boy, soon to be a young man, said with a sour turn to his The boy looked up at him suspiciously. “Metal.”
mouth. He knew what the answer would be. “And where does the metal come from?”
“No. You shall not use the gun of the southerner.” Nareyklak pursed his lips in thought.
“But grandfather!” the boy practically shouted, “It is easier “From mines far to the south,” said Kanereyklak. “We have
to hunt with! The others kill twice as many seals, and their no such mines. If you believe that the gun is so important to
skins are perfect!” you, where will you get bullets when you run out?”
Kanereyklak took a deep breath. The boy’s friends spoke “I will make more bullets!” the boy cried defiantly.
through him. “That is precisely why I do not want any of our
clan to use these weapons. Only harm can come from the gun.” “With what?” his elder replied with a smile, “snow? You say
it will make war easier. But you are only as strong as the
“But grandfather,” the boy began again after composing adlait who supply the guns.”
himself, “think of what we could do if we were at war. If one
of us falls, anyone else could use it, even the women...” “But with the guns,” Nareyklak huffed, “we will be the
strongest of all the tribes.”
Kanereyklak’s eyes narrowed and the boy quieted. “I con-
sider you more valuable than a finger on the trigger of a “And tell me,” Kanereyklak leaned closer, “what will you
do when the adlait use the guns on you?”
44
Classes
The boy blinked as if he had been slapped. Good, Kanereyk- There was a whistling shriek and the gun fell away.
lak thought. He had finally gotten the boy’s attention. Kanereyklak knew that sound well. It was the sound of an
arrow finding its mark.
“You will die. The bow takes skill. Killing the seal and cari-
bou with the gun is a disgrace to the spirits. The bow is an A slow halo of blood slipped from the corpse of the thief.
extension of you. The gun is a currency. It can be given and Nareyklak huffed up to him.
it can be taken away. I am not ready to depend on the
“Grandfather!” he said, his eyes darting all over Kanereyk-
adlait for survival.”
lak, looking for wounds. “I-” he looked down at the corpse,
He sighed and reached behind him, “But I understand your the arrow jutting out of the hood where the man’s throat was
frustration. That’s why I’m giving you this.” pierced.
The boy’s eyes widened as Kanereyklak pulled a smaller Kanereyklak rose and nudged the corpse over. It was an
bow from behind his back. “Your first bow,” he said with a adlait.
slight smile. “Today, we hunt the caribou, not the seal. And
Nareyklak’s aim was true.
today I will show you why the bow is superior.”
“I have taught you well,” he whispered.
The boy did not bring up the issue of the gun again. I have
saved one of them, Kanereyklak thought. Kanereyklak crouched down and stared into the eyes of the
dead man. For a moment, he considered letting his soul rot
Time passed and the adlait continued to hire the men of the
in his corpse. But then he withdrew his knife and slit the
surrounding tribes to kill seals. Slowly, almost imperceptibly,
man’s throat, releasing his spirit as he had done a thousand
things changed. The powerfully armed hunters were quickly
times for seal and caribou. They returned to the village with
depleting the local seal population. Sealskins became rare.
two corpses that day.
Even with the power of the gun, the hunters could not keep
both their families fed and the adlait satisfied. This chapter details how the various adventurer classes and NPC
classes are affected by a world of snow and ice, including both
The prestige of having a gun was no longer enough to entice
PC and NPC classes. Each class’ appropriate setting is identified
the young warriors, so the adlait stopped trading guns and
as Eskimo, Ice Age, Nordic or Slavic. Fantasy is the default fan-
introduced other vices. It was not long before plumes of cig-
tasy setting. New classes and prestige classes are presented in the
arette smoke were visible at the potlachs.
various settings chapters.
Then the adlait stopped visiting the villages all together.
Some of the men despaired, but they were not willing to go to
Novo Arkhangel’sk to beg. They still had their pride.
Adventurer & NPC Classes
Life went on. Kanereyklak reinforced to the men of his fam-
ily the lessons learned. The adlait had given and the adlait Adept
had taken away. Some villages were in danger of starvation Adepts are common amongst the Eskimo tribes as the “poor
because they had depleted the land. man’s spellcaster.” They perform services when there are no
Nareyklak continued to accompany Kanereyklak on hunts. angakoqs (see Eskimo chapter) and may even pass themselves
The boy’s skill increased daily. Because the caribou were off as being angakoqs. They choose their spells from the
out of season, they turned to seal hunting. Anjka had angakoq spell list. Adepts use the same familiar rules as
warned Kanereyklak to only hunt the minimum for what angakoq. In a Nordic campaign, adepts are more common
the family needed, so they killed a small seal. amongst the non-human races. Nordic humans have quite a few
specialists to serve their religious needs. In a Slavic campaign,
Kanereyklak had just slit the seal’s throat to release its adepts are often medicine women, providing minor services to
spirit into the air when a shadow loomed over him. the villagers. Those few who actively practice the art of magic
“Nareyklak,” he said over his shoulder, “help me drag this become much more powerful spellcasters.
one over to the sled.” Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic,
The response was in a language he didn’t understand. Then Slavic
the cold press of steel against the back of his neck translated Altered Spellcasting (Ice Age): In an Ice Age campaign, adepts
for him. are the only spellcasters that exist. They replace clerics, druids,
The gun’s trigger clicked. Although Kanereyklak was sorcerers, and wizards as spellcasters. Their spell list is modified
armed with a knife, age had slowed his reflexes and dulled as follows:
his senses. If he were a young man, the thief would never 0th level: create water, cure minor wounds, detect magic, ghost
have crept so close to him. sound, guidance, light, mending, purify food and drink, ray of
frost.
45
Frost and Fur
Barbarian
In an Eskimo campaign, barbarians are rare. The ability to whip
oneself into a frenzy takes too much energy that could be better
spent surviving. The Tlingit tribe might possess barbarians, how-
ever. Barbarians must possess the bear or wolverine totem (see
the New Feats section). Some might argue that all Nordic people
are barbarians. This is patently untrue. It is likely that most bar-
barians worship Odin, however. Barbarians are seen as the
knights of Nordic culture, although they are brutish, loud-
mouthed, and violent. Barbarians are the most common combat-
ive class in the Ice Age campaign. War is not yet a year-round
profession, but barbarians know how to put their brute force to
good use. Barbarians are not common to most Slavic peoples.
They are, however, more common amongst the less civil races
that roam the forests. Lycanthropes are prone to flying into
rages, most specifically werebears. Certain warriors are also
capable of incredible rages, usually bogatyrs.
Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic, Slavic
Barbarian Rage (All): When in a barbarian rage, the barbar-
ian’s body temperature may increase by 5 degrees and up to 10
degrees at 11th level granting him a +2/+4 enhancement bonus to
1st level: bless, cause fear, chill touch, command, comprehend saving throws versus exposure. Afterwards, the barbarian’s tem-
languages, cure light wounds, detect chaos/evil/good/law, perature immediately dips back down, possibly subjecting him to
endure elements, ignite fire*, obscuring mist, protection from cold effects.
chaos/evil/good/law, sleep, summon nature’s ally I.
Fast Movement (All): Barbarians move at their normal rate (not
2nd level: aid, animal trance, bears endurance, bull's strength, +10 feet) when moving through deep snow.
cat's grace, chill metal, cure moderate wounds, darkness, delay
Uncanny Dodge (All): Standard plus with 5 ranks in Balance at
poison, eyes of the ice*, invisibility, mirror image, pass unfet-
2nd level barbarians do not suffer any combat penalties in deep
tered*, resist energy, see invisibility, summon nature's ally II, web
snow and at 5th level can ignore the effects of ice.
3rd level: animate dead, bestow curse, contagion, continual
Damage Reduction (All): A barbarian accustomed to the cold
flame, cure serious wounds, daylight, deeper darkness, lightning
lands can choose to shrug off cold damage instead of physical
bolt, neutralize poison, remove curse, remove disease, sleet
damage. This must be determined on creation.
storm, summon nature’s ally III, tongues.
4th level: cure critical wounds, ice storm, minor creation, poly-
morph, restoration, stoneskin, summon nature's ally IV, wall of ice.
5th level: baleful polymorph, break enchantment, commune, cone
of cold, heal, major creation, o's freezing sphere, raise dead,
summon nature's ally V, true seeing, wall of stone.
Aristocrat
In an Eskimo campaign, Aleut and Tlingit tribes both have aristo-
crats, who keep slaves and display their wealth at potlatches. In a
Nordic campaign, aristocrats, known as jarls, are at the topmost of
the Nordic social hierarchy. They surround themselves with hus-
carls (fighters) and lead entire armies on raids. In an Ice Age cam-
paign, aristocracy is a foreign concept. Aristocrats are not
appropriate to an Ice Age campaign except amongst Atlanteans. In
a Slavic campaign, the aristocracy is dominated by the boyar, the
landed gentry who enjoy primogeniture. Too often, they abuse
their privileges and brutally suppress the rights of commoners.
Bard
Appropriate Cultures: Eskimo, Fantasy, Nordic, Slavic Bards are revered in an Eskimo campaign. Their storytelling
abilities are cherished for the knowledge they contain. Bards are
46
Classes
called skalds in a Nordic campaign. In an Ice Age campaign, Druid
entertainers are critical in conveying oral history. Thus, bards are
The power of druids is very specific to European cultures. The
appropriate but only in the music and entertainment they can cre-
angakoq replaces their role in an Eskimo campaign. The druid is
ate with their bodies. No musical instruments have yet been
inappropriate to a Nordic campaign. The class is replaced by the
invented. In a Slavic campaign, gusli-players are common, as are
voelva. The power of druids is very specific to European cul-
entertainers of all stripes. They are not always treated well, but
tures. They are not appropriate to an Ice Age campaign. The
they are certainly a welcome diversion to the common folk.
druid and cleric class are combined in the presence of the
Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic, volkhovy and thus not appropriate for a Slavic campaign.
Slavic
Appropriate Cultures: Fantasy
Altered Spellcasting (Eskimo): Bards cast spells as divine
Altered Spellcasting (All): See the Spells section for more infor-
spellcasters, learning them from spirits like an angakoq. They
mation about new spells and the effects of the cold environment.
choose their spells from the angakoq spell list.
Nature Sense (All): The druid can determine if snow or ice is
Altered Spellcasting (Norse): Bards cast divine spells and draw
contaminated.
their spells from vitki runes instead. They can use runes just like
vitki, but replace “spells known” with “runes known.” Woodland Stride (All): Cold-land druids can wade through
snow without any movement penalties.
Bardic Music (All): When the temperature is below 32 degrees
Fahrenheit, all bardic range effects are doubled. Bards can also Trackless Step (All): The druid now walks on snow instead of
intentionally set off an avalanche with their singing with a suc- wading through it. He leaves no tracks.
cessful Perform check (DC 30). See the Avalanche entry under Cold Immunity (All): The druid replaces venom immunity with
Environment for more details. cold immunity. He is immune to all cold effects tied to tempera-
ture, but can still suffer cold damage from spells.
Cleric
The individual allegiance to a particular deity is not appropriate Expert
for an Eskimo campaign. In a Nordic campaign, the class is In an Eskimo campaign, experts are common across tribes.
replaced by the godi. Any clerics met would be outsiders. Adepts Many will specialize in a Craft. Women and older men may
in an Ice Age campaign replace clerics. In Slavic settings, switch to the expert class if they become particularly adept at a
althoughthe allegiance to a particular deity is not unheard of, cler- skill. Nordic people are known for their craftsmanship, but
ics are generally replaced by the volkhovy, who are pagan priests. dverge craftsmanship is unparalleled. Experts are common
Appropriate Cultures: Fantasy across Ice Age tribes. Many will specialize in a Craft. Women
and older men may switch to the expert class if they become par-
New Sphere: Ice (All): See the Spells section for the new sphere.
ticularly adept at a skill. Blacksmiths, carpenters, and artists of
New Pantheons (All): Clerics may choose from the variety of all types abound in Slavic myth. Experts are appropriate and
pantheons listed in each of the cultures in a Fantasy campaign. often play a critical role in any adventure. Experts constitute the
middle class. They are better off than commoners, but not as
Altered Spellcasting (All): See the Spells section for more
well off as aristocrats.
information about new spells and the effects of the cold environ-
ment. Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic,
Slavic
Commoner
Children and women are typically commoners in an Eskimo Fighter
campaign. Nordic people do not have typical commoners. Every The more combative Eskimo tribes, like the Tlingit, commonly
able-bodied man is both a warrior and a farmer. Thus, the have fighters among them. Aleut and Inuit fighters are rare. They
untrained commoner isn’t that common. Instead, commoners are have better things to do with their time than make war. In a Nordic
thralls, slaves who have been captured. This is the lowest rank in campaign, fighters constitute the trained soldiers of kings, called
Nordic society. Children and women are typically commoners in huscarls. Barbarians or warriors in an Ice Age campaign replace
an Ice Age campaign. Commoners are quite common in a Slavic fighters. The art of war hasn’t yet been developed. In a Slavic
campaign. Indeed, far too many men, women, and children campaign, soldiers are an everyday part of life. Sometimes, they
starve, struggling to get survive the freezing winters, harsh taxa- are heroes. Soldiers are generally known for their savvy natures
tion, and regular brutality heaped upon them. Commoners are and ability to endure the worst circumstances.
often the heroes of Slavic myths.
Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic, Slavic
Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic,
Slavic
47
Frost and Fur
Monk Handle Animal or Ride (DC 15). In cold lands, the paladin can
choose to summon a woolly horse that has the Cold type (immune
Monks are inappropriate for an Eskimo and Nordic campaign, nor
to cold, double damage from fire). This mount dislikes warm tem-
are the strict ethos and religious concepts of the monk appropriate
peratures and reacts to heat as normal mounts react to cold.
for an Ice Age campaign. Monks are inappropriate to a Slavic
campaign except for the halfling subrace, Little Fists. These amaz-
ing warriors are capable of incredible feats despite their small size.
Psion
It is an attribute of their martial art abilities that they can waylay Psions might replace angakoqs in an Eskimo campaign and voila
foes far more powerful than they. Most likely, a monk in these set- in a Slavic campaign that uses psionics If using the two Atlanteans
tings is a mysterious traveler from a distant land. races (toltec and rmoahali), psions are the high priests of their cul-
ture. Psychic powers are not appropriate to a Slavic setting.
Appropriate Cultures: Fantasy, Slavic
Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic
Fast Movement (All): Monks move at their normal rate when
moving through deep snow. Psychic Warrior
Slow Fall (All): The monk does not have to make any Balance In an Eskimo campaign, it can be argued that warriors who accu-
checks on ice. mulate enough spiritual power might have psychic powers, but
Diamond Body (All): The monk can maintain her core tempera- they are likely to be rare and replace rangers. Psychic warriors
ture. Regardless of armor or outside temperature, the monk need are not appropriate for a Nordic campaign. In ice age settings,
never make hypthermia checks. the psychic warrior class is only common amongst the Atlantean
races. Psychic warriors are not appropriate to a Slavic setting.
Paladin Appropriate Cultures: Eskimo, Fantasy, Ice Age
The strict ethos and religious concepts of the paladin are not
appropriate for an Eskimo campaign. Paladins are not appropri- Ranger
ate to a Nordic campaign, unless they are used as NPC villains. Rangers are common amongst the Eskimo peoples, and those
The strict ethos and religious concepts of the paladin are not who become rangers are greatly revered for their spiritual power.
appropriate for an Ice Age campaign. Although holy knights are Rangers are hunters and the most common class in an Ice Age
common in Slavic myth, known as bogatyri, their presentation as campaign. Rangers are common in a Nordic campaign. Rangers
knights of good is not appropriate. Many bogatyri demonstrates are not appropriate to a Slavic campaign. The Cossack class
miraculous powers but do not possess the piety and discipline replaces them.
required of the paladin class.
Appropriate Cultures: Eskimo, Fantasy, Ice Age
Altered Spellcasting (Eskimo): Eskimo rangers choose their
spells from the angakoq spell list.
Altered Spellcasting (Nordic): Nordic rangers cast divine spells
but choose from the vitki rune list instead. They can use runes
just like vitki, but replace “spells per day” with “runes known.”
Track (All): For tracking purposes, fresh snow is Very Soft
Ground, normal snow is Soft Ground, ice is Firm Ground, and
permafrost is Hard Ground.
Favored Enemy/Terrain (All): Cold rangers can choose crea-
tures with the Cold type (frost giants, polar worm, etc.) as a
favored enemy. Cold rangers can choose to pick a favored terrain
rather than an enemy. While in their favored terrain, they receive
the same bonuses as a favored enemy to all checks. Terrains
include: Cold Aquatic, Cold Desert, Cold Plains, Cold Forest,
Cold Hill, Cold Mountains, Cold Marsh, and Cold Underground.
Appropriate Cultures: Fantasy If the ranger chooses this option, he can only choose different
terrains (not enemies) as he advances in level.
Altered Spellcasting (All): See the Spells section for more infor-
mation about new spells and the effects of the cold environment.
Rogue
Special Mount (All): Warhorses are not creatures fond of cold The idea of stealing is foreign to many Eskimo people—at least,
weather. Mounts must make Will saves (DC 10) when acting on intertribal theft. They are all too familiar with the rape and pil-
their own to do something against their nature that exposes them to laging of outsiders. Rogues are inappropriate to an Eskimo cam-
cold dangers. Paladins can command their mounts into action using paign. For stealthy characters, use the ranger class. Nordic
48
Classes
peoples don’t have locks and don’t really have cities. Every Altered Spellcasting (All): See the Spells section for more
farmer knows everybody else. To commit crimes is to become information about how spells are affected in a cold campaign.
immediately unpopular. Rogues certainly exist as scouts, but Generally, sorcerers rely on fire spells to terrorize their oppo-
they rarely apply their skills to other Nordic people. Theft isn’t nents on their home turf and cold spells to battle foreigners who
common in an Ice Age campaign, but stealth skills are valued. might be ill prepared for their cold spells.
Rogues are never welcome as a profession, but more than one
lurks in a tribe’s midst. The life of a rogue is all too common in Warrior
Slavic lands, where crimes go unpunished. For many common- In an Eskimo campaign, warriors are the most common class.
ers, being a rogue elevates the struggle of survival to a new art Almost all males are at least members of the warrior class. In a
form. Instead of tilling the fields, they prey on other men. Nordic campaign, warriors are known as bondi. They make up
Appropriate Cultures: Fantasy, Ice Age, Nordic, Slavic the bulk of any army. For the Nordic people, combat and raiding
are a way of life. Just about everyone is at least a warrior class, if
Uncanny Dodge (All): At 4th level, the rogue no longer has to he isn’t a fighter, barbarian, or ranger. In an Ice Age campaign,
make Balance checks on ice. the warrior class is the most combat-oriented a character can
Special Ability—Burrow (All): At 2nd level, the rogue knows become. Some tribes might regularly prey on others as a living,
how to burrow into deep snow and survive there. A rogue can although in the vast wilderness this is unlikely. Tribes that are
burrow at a rate of 10 feet per round with his bare hands. As a warlike will have warriors in their group. In a Slavic campaign,
standard action, a rogue in more than three feet of snow can dive warriors are frequent enough, although not as common as com-
into it to receive full concealment and some cover (see Snow moners. By and large, most Slavic peoples are not interested in
under Environmental Hazards). fighting and just try to get by.
Special Ability—Ski (All): At 20th level the rogue can slide Appropriate Cultures: Eskimo, Fantasy, Ice Age, Nordic,
across snow and ice at high speeds. A rogue can move at double Slavic
or normal his speed without provoking an attack of opportunity
by sliding across snow and ice. Wizard
Special Ability—Snow Walk (All): At 14th level, the rogue can Wizards, with their book learning, are not appropriate for an
walk on snow rather than wade through it. He is completely Eskimo campaign. The wizard is inappropriate to a Nordic cam-
unaffected by any penalties for movement or combat in snow paign. The Vitki replaces the class. Wizards do not exist in an Ice
and is considered to be on higher ground when engaging an Age campaign. Use adepts instead. Wizardry is rarer than sor-
opponent in melee who is wading through the snow. cery in a Slavic campaign, but there are occasionally tales of
wizards with “magic books” who would consult them to deter-
Sorcerer mine ancient secrets or to learn forgotten spells. They are some-
times confused with the koldun, with deadly results.
Sorcerers are not common in an Eskimo campaign, but they do
exist as antagonists. They typically possess strange and danger- Appropriate Cultures: Fantasy, Slavic
ous abilities not accessible to an angakoq, making for challeng- Altered Spellcasting (All): See the Spells section for more
ing adversaries. Sorcerers are the de facto arcane spellcasters in information about how spells are affected in a cold campaign.
a Nordic campaign. Alfar, dverge, and trollborn are much more Generally, wizards rely on fire spells to terrorize their opponents
likely to be sorcerers than humans. Sorcerers do not exist in an on their home turf and cold spells to battle foreigners who might
Ice Age campaign except amongst Atlanteans. Use adepts be ill prepared for the environment.
instead. Sorcerers are commonly villainous spellcasters in a
Slavic campaign. Hags and old women who become truly pow- Altered Familiar (All): Snakes and toads do not adjust well to
erful wielders of magic are usually sorcerers first before taking cold lands. Familiars must make a Will save (DC 20) every hour
the appropriate prestige class. Although uncommon, it is possi- or immediately retreat to the warmest area and stay there until
ble for PCs to take this class in a Slavic campaign. the temperature changes.
49
Equipment
“We must fight back!” said one of the more headstrong war- mans to protect them against the adlaits’ guns, while others
riors. “The adlait cannot be allowed to take our food!” nervously smoked their cigarettes.
“Our food?” Kanereyklak said sharply, “We do not own the Kanereyklak kissed Nareyklak’s forehead as the boy bid
land. You speak like an adlait.” him farewell. It was the last time he saw him.
“Then what would you propose we do? Starve?” This chapter covers everything an adventurer might need, build,
or drive in the cold lands, including shelter, transportation, and
Kanereyklak rose. “Anjka has spoken to the other angakoq.
trade. It also details miscellaneous items that might be useful in
The spirits are angry with us all. We have brought this fate
fending off the cold. Weapons and armor are located at the end
upon us by trading with the adlait. No more seals will be
of the chapter. Although not appropriate to all cultures, monetary
offered to us until we set right this wrong.”
values are provided to help determine relative worth.
“And what do you propose we do?”
“We must leave. We must go further north, where there are
more seals. The adlait cannot survive in this wilderness. Trade Commodities
They are like children. Let the land decide, as it takes care
of us, let it...” he found himself stumbling over the word, Table 5.1: Commodities & Cost
“punish them.”
Commodity Cost
The other men reacted with mutters of outrage. “This is a Blanket 1 gp
prime area for caribou hunting!” shouted one. “We must Caribou Meat, 1 lb. 1 gp
retaliate!” shouted another. Cow 30 gp
“You do not have enough guns,” Kanereyklak said, “Our Dog Sled 20 gp
advantage is out here,” he gestured around him. “If you Dog 25 gp
bring the fight to the adlait, they will kill you as easily as Fish 1 gp
they kill the seals.” Hide 10 gp
“Perhaps we can negotiate with them.” Kayak 50 gp
Meat 2 gp
“How?” Kanereyklak shot back, “We have nothing to offer. Ox 30 gp
They have used up the land as they have used us. We Pig w/ Piglets 30 gp
brought this on ourselves.” Seal Meat, 2 lb. 1 gp
“I will go,” said one strong voice. Sheep, 6 30 gp
Sled Dog 150 gp
Kanereyklak’s heart sank. It was Nareyklak.
“I have killed one adlait. I can kill more. I will bring the Eskimo Trade
corpse of the thief to them and we will talk.”
Eskimos have a practical perspective on trade. When trading
Kanereyklak was about to protest, but five more men stood between tribes, the basic realities of their harsh lifestyle are
up to volunteer. Then more rose. Then it was every man in assumed. Outsiders might not realize that Eskimo peoples have
the room. little interest in reading or writing implements, heavy armor, or
Kanereyklak sat back, defeated, as they made plans to other impractical items that will jam up or rust in the frigid
negotiate with their unwelcome neighbors. climes. On the other hand, food and weapons, especially those
weapons useful in hunting, are always welcome.
The strongest warriors were armed with the tribe’s best
weapons. The few who still had guns held them proudly.
Others were armed with bows and knives. Some wore talis-
50
Equipment
Ice Age Trade Firewood
Ice Age peoples have little concept of possessions. Few items are Adventurers might consider bringing their own firewood with
truly permanent and few tribes can afford to cling to such mate- them. Bringing firewood means the characters do not have to
rial things. Barter is the only currency that is understood, outside find combustible material in cold lands (see Temperature section
of the Atlanteans of course. in the Environment chapter for more details). Firewood includes
dry standing wood, dry dead branches, the heart of fallen tree
Nordic Trade trunks, large branches, green wood that is finely split, dry
Nordic currency is based around a silver standard, judged by grasses twisted into bunches, peat dry enough to burn, dried ani-
weight. Brooches and armbands are intentionally crafted to be a mal dung, animal fats, and coal.
certain weight so that it can be easily sold. To make change, arm-
bands are regularly hacked up. A mark is equal to 240 silver Flint and Steel
pieces and weighs about eight ounces. An aur, which weighs Striking the steel and flint together creates sparks. By knocking
about one ounce, is equal to 30 silver pieces. If playing in a sparks into tinder, a character can create a small flame. Lighting
Nordic campaign, convert all gold piece costs to silver pieces. a torch with flint and steel is a full-round action, and lighting any
other fire with them takes at least that long. Flint and steel pro-
Slavic Trade vides a +5 circumstance bonus to Survival checks when starting
Slavic currency varies greatly because of the great many cultures a fire (see Temperature section in the Environment chapter for
and nations that surround the Slavic lands. As a result, currencies more details).
are difficult to quantify. The standard currency is the ruble—despite
the fact that numbers often get very large in size (thousands of Shovel
ruble notes are sometimes used). Barter is a typical currency Normally, digging through snow with ones hands is at the rate of
between commoners. Service is also used, often accounted for in 1 cubic foot per round. With a shovel, this rate doubles to 2 cubic
terms of full workdays. 2 halfpennies are worth 1 penny, 2 pennies feet per round.
are worth 1 ruble, and 100 rubles are worth 1 kopek. For easy con-
version, 1 ruble is equal to 1 silver piece. If playing in a Slavic Solarsteinn
campaign, convert all gold piece costs to silver pieces (rubles). In Nordic campaigns, a character can determine direction using a
solarsteinn. A solarsteinn has natural polarizing qualities. When
the crystal is observed from below and rotated, light passing
Miscellaneous Items through it is polarized blue whenever the long axis is pointed
toward the source of sunlight. It can be used to aid in navigation
Table 5.2: Miscellaneous Items even when the sky is overcast or the sun is below the horizon and
Commodity Cost Weight celestial navigation is impossible. It provides a +5 competence
bonus to Survival or any Navigation related skill checks.
Bedroll 1 sp 5 lb.
Blanket 3 sp 1 lb.
Sun Visor
Blanket, Winter 5 sp 3 lb.
Wearing this wooden visor allows a PC to avoid the effects of snow
Firewood 1 cp 20 lb.
blindness. Unfortunately, it also bestows a -2 circumstance penalty
Flint and Steel 1 gp *
to Spot and Search checks due to the limited field of vision.
Shovel 1 gp 5 lb.
Solarsteinn 50 gp 1 lb.
Sun Visor 3 gp 1 lb.
Shelter
Bedroll
A bedroll increases a character’s temperature by 30 F°. Table 5.3: Shelters
Item Cost Temperature Bonus
Blanket Barabara 500 gp Up to +50 F°
A normal blanket increases a character’s temperature by 10 F°. Farmhouse 1,000 gp Up to +50 F°
Igloo 50 gp Up to +30 F°
Blanket, Winter Kagske 75 gp Up to +30 F°
A winter blanket increases a character’s temperature by 20 F°. Longhouse 300 gp Up to +30 F°
Seder 50 gp Up to +20 F°
Tent 10 gp Up to +10 F°
Thrall’s Hut 25 gp Up to +10 F°
Tupik 100 gp Up to +25 F°
51
Frost and Fur
Shelters vary in size and appearance but they are all meant to do family plus up to three thralls. Farm animals were cordoned off
one thing: keep the cold out and the heat in. Some shelters are by a partition.
better than others at retaining heat. Assuming that efforts are
actually made to keep warm within the shelter, ignore windchill Seder
and add the temperature bonus to determine how much warmer A seder is an isolated building created for shepherds who watch
the dwelling is from the outside. The bonus includes any contri- over herds during the summer.
butions from a fire of reasonable size for the dwelling.
Thrall’s Hut
Barabara Norse thralls are usually housed in 15-foot diameter huts. They
A large communal house built over a pit, common to the Aleut are usually made of turf or wood with a thatched roof.
Eskimos. The houses have roof beams crafted from driftwood or
carved from whalebones, and the walls are made from chunks of Tupik
sod. A separate passageway faces east and serves as the entrance
In the summer, the Inuit move into skin tents, called tupik. The
or, in some cases, the smoke hole itself. Two side doorways to
tupik varies in construction and size. The simplest is a seal or
storerooms often flank the central entrance. The houses are
caribou skin cover lashed to a wooden frame, with hide thinly
heated and lighted at night with stone oil lamps. During the day,
scraped over the doorway for light. More substantial multi-sea-
a window, covered with translucent gut skin, provides light.
sonal dwellings have covers that can be raised over collapsed
igloos. Others are supported on whale rib arches and poles, insu-
Farmhouse lated with moss and secured to the ground by boulders.
A typical farmhouse is 50 feet across and 100 feet long. It shel-
ters up to 40 people, including the landholder’s extended family
and his hirelings.
Transportation
Igloo Table 5.4 Transportation Table
A dome shape made of skillfully carved blocks of frozen snow
Item Cost Weight
used as a dwelling by Inuit Eskimos. The igloo’s floor acts as its
Baidarka 100 gp 215 lbs.
building material, which is excavated by a cutter working inside.
Dreki 7,000 gp —
To build an igloo, a character must first find an area of snow of
Faering 1,200 gp 900 lbs.
the same consistency, usually a layer that fell in a single storm
Karfi 6,400 gp —
then hardened into ice. He then draws a circle from 9 to 15 feet
wide (the average diameter is 12 feet) that serves as the floor Kayak 50 gp 100 lb.
plan. Then he cuts large blocks of ice, 24 inches long, 20 inches Knorr 5,000 gp —
wide, and 4 inches thick. These blocks are cut from the center of Komatik 70 gp 50 lb.
the circle, then slowly spiral upward and lean slightly inward, so Scuta 6,400 gp —
that each block is smaller than the one cut before it. When the Sexaering 6,000 gp —
top block is added, it creates a dome. Meanwhile someone must Skates 6 gp 2 lb.
cover the igloo’s outer walls with soft snow. Daylight is admitted Skis 10 gp 10 lb.
by a translucent piece of ice fitted above the entry tunnel. Igloos Umiak 1,600 gp —
usually have a second, smaller domed porch for storage and a Utapanashk 20 gp 25 lb.
covered passageway that acts as an entrance. Sometimes, War Canoe 2,400 gp —
another dome is joined so that a family can have a separate bed-
room and living room. For bedding, the Inuit generally use a Baidarka
platform of ice covered with furs. The Aleut use a two-man kayak (see kayak description below)
known as a baidarka. The baidarka is about 25 feet long and has
Kagske two, sometimes three cockpits. It is a short kayak, with a bow
A kagske is a large ceremonial snow house used for angakoq curved upward and the stern squared off. Sometimes, the bows
(holy man) rituals. The ceremonies are usually conducted in the are shaped like a bird’s open beak. The rear cockpit is for the
dark. It is otherwise the equivalent of a large igloo, but costs paddler. The front cockpit is for the harpooner. Provision is often
more because of the spiritual specifications that are involved in made to hold a harpoon catch or trade goods on the deck, some-
its creation. times in a wooden frame.
Longhouse Dreki
The Norse longhouse is usually about 60 feet long and 25 feet The dreki, also known as the longship, is the Norseman’s war-
across. It can shelter up to twelve people, including a farmer’s ship. It carries approximately 35 men. Dreki are about 9 feet
wide and 75 feet long. They have a single mast with a square sail
52
Equipment
and can be oared as well (up to 34 oarsmen). Dreki prows are decked, one-man hunting canoe that is more widely used than
reinforced with iron, making them powerful ramming weapons. the umiak.
It moves at about 3 miles per hour.
The knorr is a trading ship built for carrying cargo. As with other
Viking ships, it has a single mast with a square sail. It can carry
Faering up to 20 tons of cargo and a crew of up to 25 men, although only
This 20 foot by four foot boat is fitted with four oars and can 6 at a time can man the oars. Knorrs are about 18 feet wide and
carry a crew of six norsemen. It moves at about 1 mile per hour. 75 feet long. It moves at about 2 miles per hour.
Karfi Komatik
The karfi is another Viking coastal ship usually owned by a king The komatik is an Inuit-made sled. The craftsmen lash together
or great chieftan. This single masted vessel can carry up to 32 wooden frames with strips of rawhide. Then, they attached a large
oarsmen and a cargo of up to eight tons. It is approximately 17 piece of rawhide or slats of word to form a raised platform. They
feet wide and 70 feet long. It moves at about 3 miles per hour. shape the runners out of bone or wood. To reduce friction, the
sleds are coated with ice, mud, or moss. Teams of huskies pull the
Kayak sleds, with a team of anywhere from four to eight dogs hitched in
The kayak is small Eskimo boat about 15 feet long with sharp tandem. A fully caparisoned team is outfitted with belts, tasseled
vertical ends. It has a handling hole in the bow with a flat- and beaded blankets, and standing irons adorned with pompons.
rimmed cockpit. The kayak is a long, narrow boat that is pro- Sledges with raised runners and cariole sleighs are also sometimes
pelled and steered with a double-bladed paddle and designed used. Hunters that travel on ice floes sometimes pull their own
without a keel. It is constructed of driftwood or whalebone sleds, with upside-down kayaks on top. This makes it easy to flip
frame, covered with a tightly stretched sealskin and water- the vehicle over for land or water travel, as needed.
proofed with animal fat. It is ideal for hunting polar bears,
whales, seals, and walrus. The kayak is noted for its speed. The Scuta (Norse)
flat bottom frame is made of fir pine spruce or willow. It is a The scuta is a light single masted ship built for speed. Up to
thirty oarsmen can fit in it. It has a clearance of only a few feet,
2
4
53
Frost and Fur
which enables it to cross shoals that would normally ground
heavier ships. It is approximately 17 feet wide and 70 feet long.
Weapons
It moves at about 3 miles per hour.
Adze, Stone
Sexaering The adze is a variation on the axe, with the wedge blade horizon-
tal, rather than vertical. It is useful for breaking earth, but was
This Viking fishing boat is approximately 40 feet long and is fit- equally powerful at cutting flesh. The stone adze is a farming
ted with six oars. This vessel has a single mast with a square sail and lumbering tool adapted to war and often has a ‘knee bend’ a
and can carry up to 30 sailors and two tons of cargo. It moves at curve in the handle that allows more impact in a strike.
1 mile per hour.
Arrows
Skates
Arrows themselves vary from small, sharpened sticks to sticks
Skates are made of a bone blade fastened to a leather shoe. The with various heads attached. Some stone is more brittle than oth-
character can move at normal speed without having to make a ers, and when struck, the flakes can be used to create arrow-
Balance check every minute. Characters who have Survival heads. Bone is a viable alternative, from long slivers to rounded
(cold) can add their rank in the Survival (cold) skill to Balance spikes. Fletching an arrow with feathers at the end improves sta-
checks on skates. bility in flight and helps an arrow fly true. The blunt arrow is
purposely made with a bar or flat stone or bone head. It is used
Skis for stunning creatures or doing damage without damaging the
Skis are broad and their bindings are loose with a single pose hide as much. It is a non-lethal damage weapon, and is useful
used for balance. To climb slopes, sealskins are tied to the bot- when you want to take a target alive.
tom of the skis. Snow normally reduces movement by half. With
Arrows are very likely to break, unless they are carefully
skis, movement is not penalized. However, the character receives
removed, and normal maintenance is practiced. Even then, pow-
a circumstance penalty of –4 to Climb, Tumble and Swim
erful blows or lucky strikes may break them.
checks.
54
Equipment
Table 5.5: Weapons Table
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight* Type**
Light Melee Weapons
Dagger, Kinzhal 6 gp 1d3 1d4 x3 — 2 lb. Slashing
Dagger, Knosh 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. Piercing
Knife, Double-Scramasax 4 gp 1d3/1d4 1d4/1d6 19-20/x2 —. 2 lb. Slashing
Knife, Rock 1 cp 1d2 1d3 19-20/x2 — 2 lb. Slashing
Knife, Scramasax 2 gp 1d3 1d4 19-20/x2 — 1 lb. Slashing
One-Handed Melee Weapons
Adze, Stone 4 gp 1d4 1d6 x3 — 5 lb. Piercing
Axe, Stone 5 gp 1d4 1d6 x3 — 5 lb. Slashing or Piercing
Club, Bone 4 gp 1d4 1d6 x2 — 3 lb. Bludgeoning
Mace, bulava 5 gp 1d4 1d6 x2 — 6 lb. Bludgeoning
Mace, Shestoper 12 gp 1d6 1d8 x2 — 12 lb. Bludgeoning
Mace, Stone 4 gp 1d4 1d6 x2 — 6 lb. Bludgeoning
Spike, Bone 1 cp 1d2 1d3 19-20/x2 — 2 lb. Piercing
Stick, Short 3 cp 1d4 1d6 x2 — 3 lb. Bludgeoning
Tusk, Short 2 gp 1d3 1d4 x2 — 2 lb. Piercing
Two-Handed Melee Weapons
Quarterstaff, Palka 2 gp 1d4/1d4 1d6/1d6 x2 — 4 lb. Bludgeoning
Spear, Hardened 5 gp 1d6 1d8 x3 20 ft. 7 lb. Piercing
Spear, Stone Head 6 gp 1d6 1d8 x3 20 ft. 8 lb. Piercing
Spear, Wooden 4 gp 1d6 1d8 x3 20 ft. 7 lb. Piercing
Stick, Long † 2 cp 1d4/1d4 1d6/1d6 x2 — 5 lb. Slashing
Tusk, Long 2 gp 1d4 1d6 x2 — 2 lb. Piercing
Ranged Weapons
Crossbow, Samostrel 35 gp 1d6 1d8 19-20/x2 80 ft. 6 lb. Piercing
Bolts, Crossbow (10) 1 gp — — — — 1 lb. —
Dart, Bone 1 gp 1d3 1d4 x2 20 ft. 1 lb. Piercing
Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Javelin, Hardened 2 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Javelin, Sulista 1 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Javelin, Wooden 1 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Leister 2 gp 1d6 1d8 x3 20 ft. 6 lb. Piercing
Rock, Throwing 1 gp 1 1d2 x2 15 ft. 5 lb. Bludgeoning
Axe, Topor use this weapon to make a ranged trip attack. You can’t be
tripped during your own trip attempt while using a bola.
This Slavic military axe is generally used as a ceremonial
weapon. The ceremonial (ambassador’s) topor is made from A bola is only useful against creatures between Tiny and Large
ordinary and steel decorated with silver and gold. The handle of size, inclusive. It can be used in melee, as a flail-like weapon,
the topor is covered with jewels. However, it is sometimes but since it was not designed for such, all characters are treated
gilded with copper. as non-proficient, conveying a –4 to all melee rolls. Larger bolas
have up to 10 rocks and are called Ka-Lum-Ik-Toun.
Bola
Bolas are two or more rocks bound by a cord. The Inuit use Bow, Cordage
bolas consisting of bone or ivory blocks attached to rawhide or Eskimo bows are crafted out of just about any wood that can be
sinew cords, with handles made of feathers or grass stems. These found. They shape driftwood, and then, to give it strength and
weapons are used primarily to take down birds and are flung prevent breakage, they laminate it with whalebone and bound
with the intent that the cord will strike the target and the rocks the bow with a prodigious amount of sinew. This strengthens the
force the cord to wrap around the bird, bringing it to the ground. wood immeasurably and lengthens the life of the bow, prevent-
Not only are bolas useful for entangling, but the stones them- ing wood breakage. The knot pattern of the cord bindings is
selves can do damage when they strike flesh. unique to each tribe and the strength conferred on the bow lends
them exceptional penetrating power. Each cordage-backed bow
This is an exotic weapon. Throw as a normal ranged weapon.
is different, primarily because the wood is generally driftwood.
Because the bolas can wrap around an enemy’s limbs you can
Thicker and less elegant than most bows, its unique flare is the
55
Frost and Fur
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight* Type**
Light Melee Weapons
Axe, Hand 6 gp 1d4 1d6 x2 — 5 lb. Slashing
Pick, Chekan 4 gp 1d3 1d4 x4 — 4 lb. Piercing
Sword, Kinzhal 10 gp 1d4 1d6 19-20/x2 — 3 lb. Piercing
Sword, Langsax 10 gp 1d4 1d6 19-20/x2 — 3 lb. Slashing & piercing
One-Handed Melee Weapons
Axe, Refthi 10 gp 1d6 1d8 x3 — 7 lb. Slashing & bludgeoning
Axe, Topor 310 gp 1d6 1d8 x3 — 7 lb. Slashing
Flail, Kisten 8 gp 1d6 1d8 x2 — 5 lb. Bludgeoning
Pick, Klevets 8 gp 1d4 1d6 x4 — 6 lb. Piercing
Sword, Konchar 20 gp 1d4 1d6 18-20/x2 — 3 lb. Piercing
Sword, Long 15 gp 1d6 1d8 19-20/x2 — 4 lb. Slashing
Sword, Myech 15 gp 1d6 1d8 19-20/x2 — 4 lb. Slashing
Sword, Sabel 17 gp 1d4+1 1d6+1 18-20/x2 — 5 lb. Slashing
Sword, Shashka 15 gp 1d6 1d8 18-20/x2 — 4 lb. Slashing
Sword, Shpaga 30 gp 1d4+1 1d6+1 18-20/x2 — 5 lb. Piercing
Two-Handed Melee Weapons
Axe, Skeggox 20 gp 1d10 1d12 x3 — 20 lb. Slashing
Mace, Palista 5 gp 1d8 1d10 x2 — 10 lb. Bludgeoning
Polearm, Berdysh † 7 gp 1d6 2d4 x3 — 12 lb. Slashing
Polearm, Sovna † 5 gp 1d6 1d8 x3 — 7 lb. Slashing
Spear, Heptisax 8 gp 1d8 1d10 x3 — 10 lb. Piercing & slashing
Spear, Krokaspjot 10 gp 1d8 1d10 x3 — 15 lb. Piercing & slashing
Spear, Rogatina 5 gp 1d6 1d8 x3 — 9 lb. Piercing
Spear, Thrusting 5 gp 1d6 1d8 x3 — 9 lb. Piercing
Sword, Polash 50 gp 1d10 2d6 19-20/x2 — 15 lb. Slashing
Ranged Weapons
Bow, Cordage 100 gp 1d6 1d8 x3 80 ft. 4 lb. Piercing
Bow, Horned 100 gp 1d6 1d8 x3 100 ft. 4 lb. Piercing
Bow, Hunting 30 gp 1d4 1d6 x3 60 ft. 2 lb. As arrow
Bow, Medium 40 gp 1d4 1d6 x3 70 ft. 2 lb. As arrow
Arrows (20) 1 gp — — — — 3 lb. Piercing
Arrow, Blunt 4 gp — — — — 4 lb. Bludgeoning
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight* Type**
One-Handed Melee Weapons
Whip, Knout 1 gp 1 1d2 x2 — 2 lb. Slashing
Whip, Nagyka 5 gp 1d4 1d4 x3 — 4 lb. Slashing
Ranged Weapons
Bola, Avestruccero 5 gp 1d3 § 1d4 § x2 20 ft. 2 lb. Bludgeoning
Bola, Ka-Lum-Ik-Toun 10 gp 1d4 § 1d6 § x3 15 ft. 3 lb. Bludgeoning
Firearm, Ruchnitsa 250 gp 1d8 1d10 x3 50 ft. 3 lb. Piercing
Bullets, Pistol (10) 3 gp — — — — 2 lb. —
Firearm, Pishchal 500 gp 1d10 1d12 x3 150 ft. 10 lb. Piercing
Bullets, Musket (10) 3 gp — — — — 2 lb. —
Harpoon 5 gp 1d4 1d6 x3 30 ft. 3 lb. Piercing
Net, Grass 10 gp — — — 10 ft. 8 lb. —
Nu Gag 2 gp 1 1 — +10 ft. 1 lb. —
† Reach Weapon
§ The weapon deals nonlethal damage.
“* Weight figures are for Medium weapons. Small weapons weigh half as much and Large weapons, twice as much.”
“** When two types are given the weapon is both types if the entry specifies “&”, or either type (chosen by player at the time of
attack) if the entry specifies “or.””
knot work and binding of the sinew that holds the bow so solidly. Bow, Horned
The raw durability of the cordage-backed bow is unmatched.
Nordic bows are mainly made of yew, elm or ash, ‘D’ shaped in
section and tapering from the center to the tips. Near the tip, the
56
Equipment
1
3
11 7
10
12 8
1. Cordage Bow; 2. Berdysh 3. Axe Refthi; 4. Pick Chekan; 5. Axe Sekir; 6. Pole Arm Sound; 7. Harpoon; 8. Spear Rogatina; 9.
Javelin; 10. Tusk; 11. Bola, Avestruccero; 12. Bola, Ka-Lum-Ik-Toun.
bow could either taper to a point in the traditional style, or swell Club
to a ‘spade’ end. The grip is usually left bare without any leather
Clubs tend to be decorated with local imagery, symbols impor-
or cloth for grip, and the knocking point of the arrow doesn’t
tant to the region and people. Usually they depict animals, often
have a sliver of horn to protect the bowstave as can be seen on
war-like in position and are carved of wood, bone, or ivory.
later bows. Bows range from 66 to 76 inches long, depending on
Clubs can be slender and are thrown as often as they are used in
the height and reach of its wielder. The bow’s tips have metal
close combat.
nocks that are sharp enough to use the bow like a spear.
57
Frost and Fur
Firearm, Pishchal Barbed Weapons
The pishchal is a large, heavy firearm held in two hands. Barbed weapons have a tendency to lodge. Whenever a
barbed weapon strikes, and greater than half its normal dam-
Firearm, Ruchnitsa age is done, the weapon should be considered lodged. Such
This small (one-handed) firearm has an iron barrel strapped to a a weapon can’t be removed without a strength check (DC
carved wooden stick that also serves as the handle. 15) and inflicting the weapon’s damage on the person again.
Players using Heal (DC 15) can try to expose the barbed
Flail, Kisten weapon head through the flesh, which could allow the
A kisteni is made of various metal weights attached to a handle barbed portion to be cut off, limiting the addition damage of
by a long chain or up to one and a half feet long. a barbed weapon to a single point of damage. If Heal role
fails, it should be assumed that the head cannot be exposed,
Harpoon at which point the strength option remains. Optionally: If the
The harpoon is five feet in length with a barbed, sharpened stone chance of lodging for barbed weapons seems too high, have
head. It is used like a javelin, but is thicker and heavier, and barbed weapons only lodge on critical strikes. However,
requires both hands free to throw. It can be used in melee, but removal rules should remain unchanged.
since it was not designed for such, all characters are treated as
non-proficient, conveying a –4 to all melee rolls. Often these Javelin, Hardened
have ropes or bladders attached, to aid in recovery. The inflated This javelin is a wooden weapon with a carved point on either
seal bladder serves as a drag and a marker when the harpoon’s end. Usually thrown before a charge, javelins may be carried in a
detachable point is embedded in its prey. These are intended to long quiver. This version has been hardened by fire and is more
strike creatures in the water. durable. It will take more abuse before needing to be replaced. It
can be used in melee, but since it was not designed for such, all
characters are treated as non-proficient, conveying a –4 to all
melee rolls.
13
23
27
14
15
28 29
16 17
18
25
19
24
20
21
26
22
30
13. Ruchnitsal; 14. Pishchal; 15. Knout; 16. Scramsax; 17. Kinzhal; 18. Langsax; 19. Shashka; 20. Sabel; 21. Long Sword; 22. Konchar;
23. Samostrel Crossbow; 24. Mace Bulava; 25. Mace Shestopper; 26. Hand Ax; 27. Myech; 28. Leister; 29. Steggox; 30. Kisten Flail;
58
Equipment
Javelin, Sulista Mace, Stone
Sulista are metal javelins with light and thin staves up to three Equipped with a stone head and affixed to a stout length of
and a half feet long. Three or more are carried in a small quiver wood, the stone mace is more damaging than the plain club. One
called a dzhid that is attached to the belt on the left side. of the advantages of the stone mace over a bladed weapon is its
tendency to leave the hide intact. Intact hides required less
Javelin, Wooden mending, and are excellent for clothing or dwelling coverings.
This javelin is a wooden weapon with a carved point on either
end. Usually thrown before a charge, javelins may be carried in a Net, Grass
long quiver. It can be used in melee, but since it was not Made from plant fiber (grasses, primarily), and woven with
designed for such, all characters are treated as non-proficient, patience, these nets are intended to entrap prey. Nets are usually
conveying a -4 to all melee rolls. thrown as a precursor to closing in on a beast with either spear or
club ready to take advantage of an entrapped creature. The grass
Javelin net is made of woven grasses, usually, with stones tied along the
The Nordic javelin possesses a narrow, tapering head. Javelins edges to weight it down and make it more likely to hold its vic-
are generally thrown with an overarm technique, aiming at the tim. In order to throw it optimally, it must be gathered together
face, throat and upper chest. carefully, and launched as a ranged touch attack against the tar-
get. The net’s maximum range is 10 feet, and there is no penalty
Knife, Double-Scramasax for trying to strike a target even up to the net’s maximum range.
If you hit, the target is entangled. And entangled creature is a –2
This scramsax has two blades on a swivel, one longer, one
on attack rolls, and a –4 penalty on effective Dexterity. The
shorter. The longer or shorter blade can be swiveled out as the
entangled creature can only move at half speed and cannot
user sees fit. The small blade is typically used for delicate carv-
charge or run. Unlike the fighting net listed in the Player’s Hand-
ing while the longer blade is used for more general work.
book, grass nets usually had no trailing rope. If an entangled
creature attempts to cast a spell, it must succeed at a Concentra-
Knife, Rock tion check (DC 15) or be unable to cast the spell. The entangled
This primitive knife is merely a sharpened flake of stone wedged creature can escape with an Escape Artist check (DC 15) that is a
into a wooden handle. full-round action. The grass net has 4 hit points, and a damage
threshold of 1. Once torn, it must be repaired to be used effec-
Knife, Scramasax tively. A grass net can be burst with a Strength check (DC 20,
This long knife is used as both a survival tool for everyday living also a full-round action). A net is only useful against creatures
and as a weapon, similar to a machete. The scramasax is also a between Tiny and Large size, inclusive. The first time a net is
symbol of freemanship, indicating the bearer makes his own thrown in a fight, it must make a normal ranged touch attack.
way. The average size of a scramasax is between six and ten After it has been unfolded, any further attempts suffer a –4
inches. penalty on attack roll. It takes 2 rounds for a proficient user to
fold a net and twice that long for a non-proficient one to do so.
Leister
The leister is a spear with three bone prongs, one for penetrating Nu gag
and two for grasping the catch. Harpoons and darts are thrown, with the main force of arm
strength, but many native tribes also uses a device called the nu
Mace, Bulava gag to extend its throwing range and force. The nu gag is usually
A mace carried as a mark of rank by Slavic officers. It has a short braced in the hand or along the arm, about two feet in length,
staff with a massive multi-faceted head on one end. with a curve at one end. Nu gag are usually held on the arm, and
a weapon (dart or spear) is braced on it, in a small groove in the
Mace, Palista wooden surface. This groove helps to anchor the weapon. Then,
when the attacker throws, the nu gag acts as an extension of the
The palista is an iron cudgel with several protruding spikes. The
arm, greatly increasing the distance of the throw, while also
spikes are fashioned from large nails. An ancient weapon, it is
adding slightly to the damage. The nu gags are short and thick,
also called an oslop.
often little more than a board with a groove in which the dart
lays during the throw. The handles on these models are usually
Mace, Shestoper finely carved to fit the hand and often have finger slots or holes
The shestoper is a mace topped by six equally spaced vertical drilled through the nu gag to help retain it in the hand during the
vanes that protrude from an iron core. cast. Little or no flex can be affected with these thick nu gags,
thus the distance is much shorter.
59
Frost and Fur
Pick, Chekan This is a stone headed version of the spear, and is more durable
as a result.
The chekan is a combined military hammer and pick. A con-
cealed dagger can be unscrewed from the base. It serves as both
a weapon and military symbol.
Spear, Thrusting
The thrusting spear features a broad, leaf-shaped blade anywhere
Pick, Klevets from 3” to 18” in length. Some of these had “wings” or lugs,
which were short extensions on either side of the socket just
The klevets is a military hammer-pick.
below the head, presumably to keep the point from penetrating
too deeply into a foeman and becoming trapped.
Polearm, Berdysh
The berdysh is an elongated battleaxe with a large, narrow, Spear, Wooden
curved axe head measuring 24 to 32 inches long. Its curved
This spear is a weapon, from 4-5 feet in length, with a sharpened
blade sits on a pole five to eight feet long, which has an iron
head. It tends to be slightly thicker than the javelin, and does not
binding on the lower end. The smaller berdysh have two rings
fly as far. The spear can be readied against a charge and it may
for attaching to a shoulder strap. This arrangement is popular
also be used as a double damage weapon during a charge. This
among horsemen. It can also double as a firearm rest.
weapon is the premiere weapon of the Ice Age.
Polearm, Sovna Spike, Bone
Among the variety of pikes is the “sovna”, which has a curved
Bone can be shaped to form a point. The thrusting damage may
blade with one sharp edge slightly bent at the end of a long pole.
not cause as extensive wounding as a club might, but it has a
much better chance of striking something vital.
Rock, Throwing
Throwing rocks are generally considered diminutive in size. If a Stick, Long
given stone is larger, the weight is obviously more, and it will do
The proto spear/staff, a long stick is simply that, long and
more damage as per the segment Weapon Size and Damage.
wooden. Although it can be thrown, it is not inherently aerody-
Dropping a rock on a creature is dealt with in the DMG. A 30 lb. or
namic. Due to its length, it is a double weapon. You can fight
better stone is suggested when dealing with 100 foot high cliffs.
with it as if fighting with two weapons, but if you do you incur
all the normal attack penalties associated with fighting with two
Spear, Hardened weapons as if you are using a one-handed weapon and a light
This spear is a weapon, from 4-5 feet in length, with a sharpened weapon (see Attacking with Two Weapons in the PHB). A crea-
head. It tends to be slightly thicker than the javelin, and does not ture using a double weapon in one hand, such as a Large creature
fly as far. The spear can be readied against a charge and it may using a long stick, cannot use it as a double weapon.
also be used as a double damage weapon during a charge.
Stick, Short
Spear, Heptisax The short stick was the first club. Usually stouter than a long
This spear is similar to a krokaspjót but not metal-bound. stick, it doesn’t encumber the off hand.
60
Equipment
Sword, Long Armor
They are a symbol of nobility and wealth because they require so
much metal, metal that is in short supply. Swords are rare Baidana
weapons in Nordic lands and nonexistent in Eskimo lands. The baidana is a form of armor made of metal rings that are
large, flat-forged, and fitted over each other. Some versions are
Sword, Myech split in front at the neck so they can be pulled on, and others are
A myech is a long, two-edged, straight sword. Its blade is made split at the hem for horsemen. It hangs down to the knees.
of steel or iron and is called a klunok. The flat side is called Baidana are useful against slashing weapons, but because of the
golomeny or golomnya, and the sharp edges are called lezviya. large rings are less effective against piercing attacks (-1 AC
The hilt of the myech is called a kridge. The myech is carried in Optional vs piercing attacks). It can be worn with other types of
an iron scabbard, bound with leather or velvet and decorated defensive armor. This is a Slavic armor.
with gold or silver inlay. It is hung on the belt by two rings at the
mouth of the scabbard. Bakhterets
Bakhterets consist of narrow oblong horizontal and slightly
Sword, Sabel curved iron plates arranged in vertical rows. The short lateral
A sable is a curved saber that consists of a blade and a hilt, or sides of these plates are fastened together with rings. This pro-
kridge. The sharp side of the sabel has a blade and a tilye, or rear vides exceptional flexibility with powerful protection. This is a
part. The handle is made up of the ognivo, the chyeryen, and the Slavic armor.
knot with a hole for the temlyak, a cord.
Bone Plate
Sword, Shashka Because the arctic reaches are often treeless, arctic peoples make
This sword has a curved blade like a saber. do with non-wood materials for much of their weaponry and
armor. The armor is fashioned from whale rib bones (usually in
Sword, Shpaga lengths from six inches to three feet), and strung together with
This sword is heavy, has four sides like a konchar and is the sealskin. . This is an Eskimo armor.
weapon of choice for the Slavic military
Bronya
Tusk, Long Ancient armor made from rectangular metal plates with open-
Sometimes bone need not be carved to form a point. Tusks make ings along the edges. Leather straps are passed through the open-
for a natural goring weapon, both for animals and for people. ings and the plates are tightly fastened to one another. This is a
Slavic armor.
Tusk, Short
Byrnie
Shorter tusks may be carried like the bone spike, but do not
require any modification. They can also be mounted on armor or This long mail garment is made from iron rings that are individ-
shields, as per the rules on adding spikes to armor and shields. ually punched from plates or wound from drawn wire, each ring
linked to four others. Every second ring is solid, with the split
Whip, Knout rings being linked into the shirt and then riveted closed. With
over 30,000 links in the average shirt, the effort required to make
A whip consisting of a number of dried and hardened thongs of
a mail shirt is considerable. Most shirts have half-length sleeves,
rawhide interwoven with wire, the wires are hooked and sharp-
and reach to mid- thigh or knee length, protecting the most vul-
ened so that they tear the flesh. Unlike most whips it does not
nerable parts of the body. Byrnies are medium armor and cost
inflict non-lethal damage.
100 gp. This is a Norse armor.
61
Frost and Fur
Table 5.6: Armor & Shields
Armor/Shield Maximum Armor Check Arcane Spell Speed
Armor Cost Bonus Dex Bonus Penalty Failure Chance 30ft/20ft Weight
Light Armor
Dog Hide 5 gp +1 +5 -2 20% 30 ft./20 ft. 15 lbs
Bird Hide 10 gp +1 +6 -1 15% 30 ft./20 ft. 10 lbs
Skin 5 gp +1 +6 -1 10% 30 ft./20 ft. 8 lbs
Weasel Hide 15 gp +1 +7 0 10% 30 ft./20 ft. 10 lbs
Squirrel Hide 20 gp +1 +8 0 5% 30 ft./20 ft. 10 lbs
Padded, Teghily 5 gp +1 +8 0 5% 30 ft./ 20 ft. 10 lb.
Padded, Wool Clothes 7 gp +1 +8 0 10% 30 ft./20 ft. 10 lb.
Wolverine Hide 25 gp +2 +4 -3 20% 20 ft./15 ft. 15 lbs
Fur And Skin 10 gp +2 +5 -1 15% 30 ft./20 ft. 12 lbs
Padded, Parka 15 gp +2 +7 -1 10% 30 ft./20 ft. 17 lb.
Reindeer Hide 15 gp +3 +4 -1 15% 30 ft./20 ft. 15 lbs
Medium Armor
Wolf Hide 30 gp +2 +3 -4 25% 20 ft./15 ft. 20 lbs
Wooden Plate 20 gp +2 +5 -2 20% 20 ft./15ft. 20 lbs
Caribou Hide 35 gp +3 +4 -3 20% 20 ft./15 ft. 25 lbs
Bone Plate 30 gp +3 +4 -3 25% 20 ft./15ft. 22 lbs
Scale Mail, Doshchatimi 50 gp +4 +3 -5 25% 20 ft./15 ft. 30 lb.
Scale Mail, Yushman 150 gp +4 +3 -3 20% 20 ft./15 ft. 25 lb.
Seal Hide 40 gp +4 +3 -4 25% 20 ft./15 ft. 15 lbs
Byrnie 100 gp +4 +4 -2 20% 30 ft./20 ft. 25 lbs
Chain Mail, Kol’chuga 150 gp +4 +4 -2 20% 30 ft./ 20 ft. 14 lb.
Scale Mail, Bronya 250 gp +5 0 -7 40% 20 ft./15 ft. 45 lb.
Polar Bear Hide 50 gp +5 +2 -5 30% 20 ft./15 ft. 30 lbs
Breastplate, Zertsaolo 200 gp +5 +3 -4 25% 20 ft./15 ft. 30 lb.
Chain Mail, Baidana 150 gp +5 +4 -2 20% 20 ft./15 ft. 13 lb.
Heavy Armor
Splint Mail, Kuyak 200 gp +6 0 -7 40% 20 ft./15 ft. 45 lb.
Banded Mail, Bakhterets 250 gp +6 +1 -6 35% 20 ft./15 ft. 26 lb.
Half-Plate, Pantsir 600 gp +7 0 -7 40% 20 ft./15 ft. 50 lb.
Half-Plate, Kalantar 1,000 gp +8 0 -7 40% 20 ft./15 ft. 50 lb.
Shields
Shield, Small Bark 1 gp +1 — -1 5% — 4 lbs
Shield, Small Hide 2 gp +1 — -1 5% — 3 lbs
Shield, Tarch 20 gp +1 — -1 5% — 10 lb.
Shield, Medium Bark 2 gp +2 — -1 10% — 8 lbs
Shield, Medium Hide 3 gp +2 — -1 10% — 6 lbs
Shield, Large Bark 3 gp +3 — -2 15% — 12 lbs
Shield, Large Hide 4 gp +3 — -2 15% — 9 lbs
cold climates. Unfortunately, their protection comes at the The basic clothes, which come in a variety of styles and materi-
expense of maneuverability. als, include pants, mittens, boots, stockings, and parkas. Sealskin
adds the benefit of being water resistant, which makes it useful
Hide for summer rains or hunting at sea. Caribou skin is warmer and
The Inuit clothing offers protection from the cold but is comfort- lighter, and thus better suited for winter.
able for even the most strenuous tasks. The anorak is tailored to Other hides are used as well, including polar bear, fox, wolf,
fit the contours of the body and is snug at the waist, neck, and wolverine, marmot, squirrel, bird, and dog. Sea mammal intes-
wrists to retain heat and keep cold air out. The fur lining faces tines can also act as clothes when sewn together. The Inuit use as
the body. Many of the parkas have two layers of added insula- many as four layers of caribou fur on their feet and insulate their
tion, the sleeves inner one with the fur facing in, and the outer mukluks and mittens with moss and down.
one with the fur facing out. Most anoraks have hoods. The Inuit
also decorate their clothing. The designs can vary in color and
pattern, including leather fringes, ivory buttons, embroidery, and
colored fur.
62
Equipment
Kalantar covered with gold, silver and engravings. Only Slavic aristocrats
wear pantsir on the battlefield.
Kalantar is made in two halves, front and rear, like a vest without
sleeves, which are clasped together on the warrior’s shoulders
and sides. Each half, from the neck to the waist, consists of a
Shields
number of metallic plates arranged horizontally and fastened Primitive shields are usually made of bark or hide stretched
together by a ringed mesh. Decorated with gold inlay, decorative taught over a wooden frame. Strikes can be deflected with these,
patterns, and engravings, the kalantar is reserved for nobility. and charges can be diverted. Some peoples decorate their shields
This is a Slavic armor. with fearsome images, to frighten predators or other tribes.
Shields are either held or strapped on with hide thongs. No items
Kol’chuga can be carried in the shield hand because of this. Bash attacks are
possible with the small and medium shields, and do 1d3 and 1d4
The Kol’chuga is a chain mail hauberk with interlaced copper
points of damage on a successful strike, respectively, with a x2
rings, polished to a shine. It is worn over normal clothing or a
critical modifier. Adjust the damage downward (1d2 and 1d3)
thick canvas rubakha and usually worn with a leather belt with
for smaller wielders. Used in this way the shield is a martial
plates, or worn unbelted. This is a Slavic armor.
bludgeoning weapon. For purposes of attack penalties, treat the
shield as a light weapon. If you use a shield as a weapon, you
Kuyak lose its AC bonus until your next action.
Armor made of round metal plates affixed to a leather base. The
kuyak is frequently worn over the kol’chuga. This is a Slavic Skin Armor
armor.
Skin armor is made from cured (but not tanned) animal skins,
and usually only covers the torso and upper leg region of the
Pantsir body. Flimsy, prone to molding and getting stiff, it is still better
The pantsir combines several types of armor. It consists of scales nothing at all.
on the lower front part and large tongue-shaped plates on the
chest. The smooth metal plates are polished to a high shine and
2 3 4 5
6 7 8
9
1. Caribou Hide; 2. Baidana; 3. Bakhterets; 4. Kuyak; 5. Yushman; 6. Pantsir; 7. Kol'chuga; 8. Kalantar; 9. Zertsalo
63
Frost and Fur
Tarch Wooden Plate
A Slavic shield, whose upper part consist of a metallic sleeve The Tlingit are famous for their armor. They place wood slats
with a blade; the warrior put his arm into this sleeve. It is over up to three layers of hide to create durable protection
designed for fortress defense. It deals 1d8 points of Slashing against weapons. They also wear helmets of solid wood for pro-
damage (19-20/X2 crit). Attacking with a tarch is a shield bash tection and sometimes carve them into masks to strike fear in
attack. their enemies. The shape of the headgear indicates a man’s rank:
the young and inexperienced hunters wear a short visor, an elon-
Teghily gated visor is worn by the rank-and-file, and open-crown long-
The teghily is a kind of kaftan with short sleeves and a high col- visor is worn by important mature men.
lar. Due to its protective characteristics poor Slavic warriors use
this garment instead of armor. The teghily is made of hemp and Yushman
quilted through. Teghily is made of thick cotton fabric with This armor is a mail shirt covered with a number of horizontal
metallic rings or plates sewn on the breast. Sometimes parts of plates, interlaced with its front and back. This is a Slavic armor.
animals are used by being boiled and painted into a mesh of ani-
mal tissue. This is cooled and dried hard. A paper cap, made in a Zertsaolo
similar fashion, usually accompanies teghily armor. A Slavic armor that consists of four plates (front, back, sides)
fastened together and put on the shoulders by means of straps
with clasps.
10 14
13
11 15
17
12
16
10. Teghily; 11. Sun Visor; 12. Winter Blanket; 13. Tarch; 14. Hide Shield; 15. Wolf Hide; 16. Boots; 17. Bronya
64
Skills & Feats
A group of men finally did return. It was Aleksander, with Aleksander didn’t smile anymore. He waited for some form
a few well-armed men, in stark contrast to the motley group of resistance from Kanereyklak.
of promyshlenniki he had brought with him last time.
“Give me some time to prepare them so they go peacefully,”
Kanereyklak went out with the other elders to meet them.
Kanereyklak said without hesitation.
“Hello old man,” Aleksander said, all decorum lost. “My
Then Aleksander laughed, muttering something in Torass-
time is short so I will get to the point.”
ian to his comrade that was most assuredly an insult. The
“What of the men who went to your fort?” elders looked to Kanereyklak, frightened.
Aleksander translated to his comrades, who laughed “We will give you some time,” Aleksander said. “Then you
heartily. “They are still alive, because they are of value to will bring the women to us.” He put one hand on Kanereyk-
us. But your value is questionable.” lak’s shoulder. “You are doing the right thing, comrade. One
of the other villages was not so sensible. We took what we
Aleksander pointed at one of the elders, older than
wanted by force instead.”
Kanereyklak, who waited patiently as they spoke in a for-
eign tongue. Kanereyklak walked away with the other elders in tow.
“This one is of no use to me.” In one smooth motion, a The women of the village met the news with stoic silence. They
promyshlenniki hoisted his rifle and fired at point black were outnumbered and outgunned. Wife-taking wasn’t
range. The elder’s skull burst open as he stumbled back- unusual amongst their people. The difference was that the men
wards. The remaining elders stood stock-still. usually took the women as their own wives. The terror tactics
of the Torassians were foreign to them. Blackmail was the
Kanereyklak did not turn to look at the corpse, but contin-
luxury of those who lived in more forgiving climates.
ued to hold Aleksander’s gaze. “You are desperate.”
“They have asked for the women,” Kanereyklak said to
Aleksander took a step closer and one of the men lifted his
Anjka.
rifle to aim at Kanereyklak. Aleksander waved him off.
“Yes, we are starving. The supply ships have been cut off “I know all about it,” she whispered. Her eyes were sad, but
because of a shift in the ice floes. But we can mutually ben- her expression was serene.
efit from this situation.”
Kanereyklak clenched and unclenched his fists. Since he
Those same familiar words hung in the air. Kanereyklak had returned from the southern lands, they had never been
did not react. separated for more than a few days.
“Your young hunters are stubborn. They will not hunt for us. “I will not allow this.”
Not for money, not for alcohol, not under threat of death.
She held Kanereyklak tightly, staring deeply into his eyes.
There is still a great fortune to be made in pelts, but they
“It is not for you to allow.”
cannot see the opportunities.” He brushed some snow out of
his beard. “They are not business-minded, like you and I.” Then she proceeded dutifully out into the frigid air. She
joined a long, lonely line of women that snaked its way
Kanereyklak waited. If age had taught him anything, it
towards where the adlait waited. Some men muttered in
taught him patience. He dismissed any fantasies of stopping
harsh tones, but they were powerless. They were old. Their
Aleksander. All the capable warriors had been captured or
wives and children were being taken from them. What else
killed by Aleksander’s men.
could they do?
“Business, you see, requires an exchange. The process breaks
The men watched until the women were marched out of
down when one party wants to exchange and the other does
sight. Then, one by one, with nothing else to do and nowhere
not. You have something I desire and yet there is nothing I
to go, they shuffled back into their homes in a daze.
can offer your men.”
Kanereyklak stood alone, fists clenched. He stared at the
“So,” Aleksander concluded, planting his fists on his hips, “I
dot that once was the trail of women for nearly an hour.
must create a need. Therefore, the women of your village will
They were beyond his vision and beyond his help.
come with us. If the men want to see their wives, their mothers,
their daughters again, they will work and they will work hard.”
65
Frost and Fur
He would not stand such treatment. He was old, but he was Wooden weapons may be consumed if Stinging Flame is
not dead. He would not let his family, his village, and his peo- applied to them. Preparation DC: 20 (Cost 75 gp)
ple, be wiped out by foreigners who did not respect the land.
Craft (Barkcraft)
“It is not for you to allow.”
The skill involves the art of crafting tree bark and using it as a
Kanereyklak blinked back the tears that had begun to general resource. Bark is traditionally used to cover boats and
freeze in the corners of his eyes. It was not for him to allow. houses, as well as crafting containers and other utensils. Birch-
It was not for him to judge. bark and elm bark are highly valued coverings. Cedar bark is rel-
He knew who would judge them atively supple, and can be cut into strips that can be twisted into
strings and textiles. These textiles can be woven into clothing,
This chapter details new skills as well as how the standard skills are blankets, mats, and baskets. Various types of bark can also pro-
changed by physical and cultural differences in the cold lands. A vide sources of food, medicine, dye, and poison. Willow bark is
variety of new feats are also listed for cold-weather natives. used in the smoking mixture kinnikinnick. Five ranks in Craft
(bark), gives a +2 synergy bonus to Survival and Heal checks
involving bark.
Skills
Craft (Scrimshaw)
Appraise This skill is the process of decorating ivory, bone, or shell
This skill has application in determining the food value of a crea- through engraving. Ink or pigments are then rubbed into the
ture. By making an Appraise check (DC 10 + animal’s CR) the lines. Inuits are known for their elaborate carvings using sperm
character can determine the food value, amount of meat, and whale teeth and walrus tusks. The term applies to ivory and bone
ease of prey a particular target is. In a barter economy, items do carved by Inuit.
not have a fixed price. A successful Appraise check will only get
you a rough idea of what you could reasonably expect in trade Craft (Weaving)
for the item. Otherwise the skill is unchanged. This skill involves making textiles or baskets by interlacing flexi-
ble material, including plants and animal hair. Five ranks in Craft
Balance (weaving) provide a +2 synergy bonus to the Use Rope skill.
A successful Balance check (DC 15) allows free movement on
icy surfaces. Otherwise the skill is unchanged. Craft (Woodwork)
This skill is skill in carving wood objects. Wood is a valuable
Climb resource, used in the making of houses, boats, weapons, tools,
Note that ice is a slippery surface, adding +5 to the check DC. ceremonial objects, and containers. Woodcarving is highly intri-
Otherwise the skill is unchanged. cate and detailed amongst the Tlingit, as evidenced by their
masks and totem poles.
Craft (Alchemy)
In an Ice Age campaign a successful Alchemy check (DC 20) is
Decipher Script
required to start a fire (rather than Survival), which is considered Since no written language exists amongst Ice Age cultures, this
to be a nearly magical power. Otherwise, this skill may be used skill is of no value to them. Atlanteans can of course use it as
to produce any number of useful substances (costs given for sub- they see fit.
stances may apply in other settings):
• Bloodfire: This bitter red liquid, when ingested gives the Disable Device
character a +4 bonus to all saves against cold effects for the Ice Age peoples use this skill to rig traps, such as rockfalls. They
next 2d4 hours. Preparation DC: 15 (Cost: 50 gp) cannot use it to disable or jam anything. Rigging a rockfall trap
• Icy Repose: A character that has ingested this substance is challenging (DC of 20).
ignores any damage from cold weather, but only after they
have succumbed to the nonlethal damage. The character Disguise
appears to be in a deep sleep, but is cold to the touch. If the Ice Age peoples have no knowledge of disguise in the traditional
character is removed from the effects of cold, he makes a sense. They do know how to camouflage their scent however. A
Fort save (DC 15) every day to awaken. Preparation DC: 25
successful Disguise check can work as an opposed roll against a
(Cost: 100 gp)
creature using the Scent feat or ability or, alternately, a creature
• Stinging Flame: This substance is used to coat a blade or
using the Spot skill.
other melee weapon. Once applied, the substance will ignite
if exposed to water (including ice—or blood). The fire burns
for 1d4 rounds, adding 1 point of fire damage to all attacks.
66
Skills & Feats
Forgery Listen
There’s no written language to write in an Ice Age culture, there- Sound travels faster in warm air because the air is less dense. As
fore there’s nothing to forge. a result, sound waves are bent when they travel from cold air
into warm air. Because warm air caps the cold air nearest the
Handle Animal ground, sound wave travel further. The Listen check DC modi-
Animals know better than their keepers to plunge headlong into fier (“per 10. ft. from the listener”) should be changed to +1 per
the frozen wastes. If an animal will suffer cold damage by enter- 10 ft. from the listener in cold climes.
ing an arctic terrain it will balk. A successful Handle Animal
check (DC 20) is necessary to make the animal continue its Move Silently
advance. It must be checked once every hour. Failure means the Fresh snow crunches softly underfoot, making it difficult to
animal immediately retreats to the warmest location or stops move silently. See the penalties for Snow in the Environment
moving completely, depending on its nature. section. Frozen snow crunches quite loudly, making it even more
challenging (double the penalties).
Heal
With the Heal skill, a character can bring another back up from Open Lock
the brink of death from hypothermia. Warming the PC back up Even metal does not fare well in a cold environment. Enterprising
requires a successful Heal check (DC 30) or magical healing. thieves can pour water over a lock and then attempt to smash it
Failure means the PC is warmed up too quickly and must make a after it freezes. The PC must make a successful DC check as if
Fort save (DC 30) or die on the spot. attempting to pick it. If successful, the lock’s Hardness is reduced
by the success of the skill check. There aren’t any locks to speak
Hide of amongst Ice Age peoples, so to them this skill is useless.
Hiding in the arctic lands can be challenging if not properly
attired. PCs who fail to wear white clothing when out on sheets Perform
of ice or against snowbanks suffer a –10 circumstance penalty to In a land where warfare is something neither side can afford, the
Hide checks during the day and a –5 circumstance penalty at Eskimos have found a more peaceful alternative to settling their
night. disputes. Through the use of the nith-song, individuals resolve
their differences through a debate consisting of song, dance, and
Jump humor. There must be an audience present for the dispute. The
Crossing from ice floe to ice floe requires skill and caution. PCs two disputants make opposed rolls of their Perform skill. The
making a leap across two floes must make a Jump check from at following types of perform apply: ballad, chant, comedy, dance,
least two feet from the edge (-2 circumstance penalty). Failure drama, epic, melody, and storytelling. The audience ultimately
means slipping into the icy water and suffering the effects of chooses the winner depending on the wisdom, wit, and creativity
hypothermia. of each contestant. Once a victor has been declared, the topic is
no longer up for discussion.
Knowledge
In an Ice Age campaign, knowledge does not exist for architec-
Ride
ture and engineering or nobility and royalty except amongst Guiding a mount through snow requires a Ride check (DC 10).
Atlanteans. Failure means the mount halts. Riding is something of a foreign
concept to most Ice Age peoples. Only the prehistoric halfling
Knowledge (religion) understands the concept, which gives them a leg up against their
larger competitors. Otherwise the skill is unchanged.
In the Eskimo world, knowledge of religion is an intricate sur-
vival skill that is inextricably entwined with everyday activities.
Knowledge of the spirits means knowledge of the land. Five
Search
ranks in Knowledge (religion) bestow a +2 synergy bonus to Searching for something in snow and ice is difficult. Everything
Craft, Handle Animal, Heal, and Survival checks. blends together and distances become lost when all the hills and
snowdrifts look the same. PCs who are unaccustomed to frozen
Knowledge (riddles) lands suffer a –5 circumstance penalty to all Search checks. If
the PC is searching for something in the snow, apply the penalty
This skill allows a character to crack the code of difficult riddles.
to find it based on the level of concealment.
He has the experience to study the text and intuit the correct
answer. The character must understand the language in which the
riddle is written or spoken to attempt a check.
Sleight of Hand
This skill cannot be used in the Ice Age to actually pick a pocket
because pockets haven't been invented yet. It can be used to per-
67
Frost and Fur
form sleights of hand, which for all intents and purposes is
magic to the less observant races.
Spot
Likewise, spotting someone or something at a distance is also a
challenge in cold lands. PCs who are unaccustomed to frozen
lands suffer a –5 circumstance penalty to all Spot checks. Some-
one hiding under snow gets the circumstance bonus to their Hide
check (an opposed roll) as per the concealment rules in the PHB.
Survival
This skill is indispensable for any group that will be traveling
through frozen lands. Survival ranks can be applied to saving
throws against exposure and half the rank may extend to other
characters (bonuses do not stack)
Eskimo variation
For many Eskimo peoples, respect and spiritual belief is insepa-
rable from the natural world. Respect for animal masters is par-
ticularly important in that traditional Inuit believe that both their
spiritual and material well-being are dependent upon maintain-
ing good relations with these beings. It is the animal masters
who are responsible for giving game to the hunter and his fam-
ily; the animals they control cannot be hunted without their con-
sent. In return, the hunter must show respect to the animal
masters to keep in their good graces.
These rules of respect include placing the bones of the animals
killed on outdoor scaffolds, in trees, or lakes and streams, making spell at the cost of 500 XP. The curse can also be removed by a
sure that the dogs do not eat the bones, placing animal fat and left- successful Survival and subsequent Knowledge (religion) check.
overs in the fire, consuming the fat from the caribou long bones, The number by which the check succeeds reduces the Survival
and wearing decorated clothing while hunting. As a result, five or penalty until it is eliminated completely. These checks cannot
more ranks in Survival gives a +2 synergy bonus to Diplomacy just be performed at random—the hunter must be doing some-
and Knowledge (religion) checks involving animals, beasts, ele- thing that requires the use of the Survival skill.
mentals, feys, outsiders, plants, undead, and vermin.
The respect shown to nature is very basic and very important. No Navigation
hunter should waste meat or skin. Creatures should not be left in Compasses are unreliable near the poles (-5 circumstance penalty).
traps for too long and no part of any animal hunted should go to The constellations are better direction finders and nights light
waste. The bones are particularly important, as it is believed the enough to travel by (DC 20). When traveling on sea ice, traveling
bones help regenerate new animals. by landmarks alone is dangerous (-5 circumstance penalty if using
landmarks); ice floes shift and move. Bird observations can also
When performing Survival checks, hunters must make a Knowl- aid navigation (DC 25). Migrating wildfowl fly to land in the
edge (religion) check at DC 20 modified by the difference in the thaw. Most sea birds fly out to sea during the day and return at
Survival check. A successful Survival checks subtracts the dif- night. Sky reflections can also help to determine distant terrain
ference from the DC, making the Knowledge (religion) check (DC 25). Clouds over open water, snow free ground or timber
easier; a failed Survival check adds the difference to the DC, appear black from below. Clouds over sea ice and snowfields
making the Knowledge (religion) check more difficult. Failure appear white. New ice produces grayish reflections, while mottled
indicates the hunter has disrespected nature in some way. reflections are indicative of drifted snow or pack ice.
Failing this check means the offending hunter has displeased an
animal master. The amount he fails the Knowledge (religion) Swim
check by is the luck penalty he receives thereafter to all Survival Swimming in cold water can be deadly. Hypothermia comes
checks. Animal masters make life difficult for the hunter and quickly when immersed in cold water. Swim checks become
those he consorts with—animals know of his approach, the more challenging as the PC’s Strength is sapped, which can ulti-
weather works against him, and life becomes a living hell in the mately cause him to drown.
wilderness. This curse can be removed through the atonement
68
Skills & Feats
Tumble Crude-Wrestling [General]
A successful tumble check in deep snow allows the PC to com- Crude-wrestling matches are dangerous bouts between two pow-
pletely avoid the penalties from Snow (see the Environment erful opponents. The struggles are decided by pinning from the
chapter) for that round. front.
Prerequisite: Str 13+, Improved Unarmed Strike
Use Rope
Creating rope is a challenge in cold lands. Cordage materials are Benefit: Your pins hold an opponent for two rounds instead of
generally less available than in other places. Most barks are one.
locked tight into trunks of dormant trees and the majority of
plants are brittle. Withes, which are young shooting stems of Distance Swimming [General]
trees, can be used as cordage. Unless the ground is frozen, A popular Nordic sport, swimmers start at the beach and swim
cordage can also be gathered from nearby evergreen trees (DC out towards the open sea. They turn around when they become
20). A successful check creates 10 feet of rope. If a rope exhausted. The last one to turn wins. You are one of the best.
becomes wet, due to ice or snow, it expands. Untying a water- Prerequisites: Endurance, Swim skill
logged rope requires a standard Use Rope check with a circum-
stance penalty of –5. Benefit: You receive a +4 bonus to Swim checks to avoid
receiving nonlethal damage from fatigue.
Elemental Spirit
Feats You were born with the spark of one of the elements within you.
The following new feats are available.
Benefit: You gain the ability to cast a 0-level spell a number of
times per day equal to your level. You cast this spell as a sorcerer
Arnagneq [General]
of your character level. Choose one element:
Some Eskimos have souls of their ancestors reincarnated in
• Air: light
them. You possess such a soul and in gratitude the soul provides
• Earth: mending
you with special powers and protection.
• Fire: flare
Prerequisite: Cha 13+, Shamanistic belief system. • Water: ray of frost
Benefit: You receive a +1 luck bonus to all saving throws. Evil Eye [General]
Thanks to your Evil Eye, you can cast malefic magic more profi-
Behead [General] ciently than other casters.
You are skilled at decapitating a foe with a single stroke.
Prerequisite: Cha 8 or lower, cannot be good-aligned.
Prerequisite: Power Attack, Weapon Focus with a slashing
Benefit: All variable, numeric effects of any necromantic spell
weapon, base attack bonus of +4
are doubled. In exchange, you lose a permanent Charisma point
Benefit: Whenever you roll a critical hit, roll one additional d20. due to the means in which the Evil Eye manifests itself (crossed,
If you roll another natural 20, the target is beheaded. Note that protruding, squinting, an odd color, deep-set, or black eyes).
this feat only works with a weapon that inflicts slashing damage,
on creatures of the same size or smaller, and that the victim can- Fast Healer [General]
not be immune to critical hits. You heal quickly from your wounds.
69
Frost and Fur
Ferocity [General] Glimustaoa [General]
You are dangerous foe, even when near death. The left hip and right thigh are both places where an opponent’s
sword or dagger is usually held. When grappling, you strike here
Prerequisites: Con 13+, Toughness
first.
Benefit: You can continue to function at negative hit points
Prerequisites: Dex 13+, Improved Unarmed Strike
without going further into negatives, up to one negative hit
point/2 levels. Thus, a 10th level character can continue to func- Benefit: You prevent the target you are grappling from using a
tion at –5 hit points. move-equivalent action to draw or sheathe a weapon.
70
Skills & Feats
Prerequisite: Str 13+, Improved Trip Benefits: You can throw a battle-axe or hand axe as if it were a
throwing axe. It has a 10-foot range increment.
Benefit: You automatically inflict grapple damage on an oppo-
nent at the end of a trip.
Hurled Return [General]
Hot-Blooded [General] You can cause a hurled weapon to return to your hand.
You have a natural resistance to the effects of cold. Natives of Prerequisites: Point Blank Shot, Far Shot
cold lands (including many of the races listed in this book) auto-
You lose an action for each time you recall the weapon. You
matically receive this feat for free because the surface capillaries
must make a Will save (DC is the AC of target) to cause the
in their limbs periodically allow surges of warm blood to pass
weapon to return after striking your foe. Unlike the Returning
through them and maintain their flexibility.
Ammo feat, hurled weapons immediately “bounce” back from
Prerequisite: Native to cold regions the target and do not inflict any extra damage. This is a supernat-
ural ability.
Benefit: You gain a +6 bonus to saves against cold effects.
Iceshoes [General]
Your feet are accustomed to treading on ice.
Prerequisites: Dex 15+, Balance skill.
Benefit: You receive a +10 bonus to Balance checks on icy
services.
71
Frost and Fur
Prerequisites: Dex 13+, Weapon Finesse Karl [General]
Benefit: When disarming, you do not provoke an attack of You dodge to the side to avoid the blow of your attacker and
opportunity. then intentionally miss your target by swinging your axe in his
direct line of vision.
Normal: Without this feat, a character provokes an attack of
opportunity when attempting to disarm a foe. Prerequisite: Trel, Weapon Focus (hand axe), Dex 13+
Benefits: While wielding an axe, you receive a +1 dodge bonus
Improved Draw [General] to your Armor Class on a successful opposed Dexterity check. If
Your hands are lightning fast when it comes to drawing you successfully strike your opponent on your next attack, he is
weapons. automatically considered stunned for one round.
Prerequisites: Dex 13+
Knee Trip [General]
Benefit: You can draw a weapon as a free action.
You stick your leg behind your opponent’s knee, partially trip-
Normal: Drawing a weapon is normally a move-equivalent ping him.
action.
Prerequisite: Dex 13+
Improved Knockdown [General] Benefit: You may choose to knee trip your opponent as a result
You are able to blast opponents down like reeds in the wind. of a successful grappling action. Your opponent falls to one knee
and is considered kneeling, giving you a +2 circumstance bonus
Prerequisites: Str 13+, Power Attack to your next attack.
Benefit: You can choose to knock a foe down by inflicting non-
lethal damage instead. If you hit and inflict nonlethal damage, Konge [General]
the victim must make a Fort save (DC 10 + amount inflicted) or You move through an attacker, countering before the attacker has
be knocked down. even started. This attack seeks to defeat the attacker on the men-
tal and physical plane.
Improved Ready [General] Prerequisite: Jarl, Improved Unarmed Combat, Intimidate skill,
You are an expert at receiving a charge with any piercing Dex 13+
weapon.
Benefits: While fighting unarmed, on a successful strike you also
Prerequisites: Str 13+, Weapon Focus make an Intimidate check (DC target’s Armor Class). If the skill
Benefits: If you are using a weapon that can be used readied check is successful, your foe is automatically considered panicked
against a charge, you receive a +4 competence bonus to attack at for one round. This attack only works on beings that are lower
the end of the charge (and inflicting double damage in the level than you and no more than one size larger than you.
process). If the weapon cannot normally be used to ready against
a charge, you can still use it to inflict double damage but do not Lucky [General]
receive the competence bonus. The gods are kind to you.
Prerequisites: Cha 13+
Jarl [General]
You move past an attacker, putting enough distance between you Benefit: You receive a +1 luck bonus to all saving throws.
and your enemy that the attacker must begin his assault all over
again. To rub it in, you turn and mock your opponent, proving Ofermod [General]
you could have inflicted far worse damage. You are naturally heroic against all odds.
Prerequisite: Herse, Weapon Focus (shortspear), Intimidate Prerequisites: Cha 13+
skill, Dexterity 13+
Benefit: You receive a +4 bonus to Will saves vs. any fear or
Benefits: While wielding a shortspear, you receive a +1 dodge morale check.
bonus to your Armor Class on a successful opposed Dexterity
check. If you make a successful Intimidate check (DC target’s Orphan [General]
Armor Class), your foe is automatically considered frightened Your parents, for one reason or another abandoned you, be it
for one round. This attack only works on beings that are lower hardship or inconvenience. As such, you’ve had to learn to make
level than you and no more than one size larger than you. your way in the world on your own.
Prerequisite: You have no family and cannot receive an inheri-
tance.
72
Skills & Feats
Benefit: You receive a +4 competence bonus to any one skill of
your choosing.
Pack Awareness
Packs are rarely caught by surprise by environmental features
such as bodies of water, cliffs, or other dangers. In fact, they’re
often aware of things that their prey may not be, and will seek to
use these features to their advantage. Fast creatures may be
driven into water or onto unsafe ground. Large creatures may be
driven off cliffs or into swift or deep water, to put them off bal-
ance.
Benefit: When working with designated pack members whom
you must choose by name (can’t be more than 10 people), you
receive a +2 competence bonus to Spot, Hide, Move Silently,
and Survival checks.
Pack Communication
Packs talk to each other so that they can adjust strategy on the
fly. Injured pack members let other members know they’re
injured as they fall back. This allows reserves or flanking pack
members to fill in a weakness. As well, this allows group under-
standing of perceived weaknesses. Sometimes clipped language
or hand signs may be used when the pack is afraid others may
understand their communication.
Benefit: When working with designated pack members whom
you must choose by name (can’t be more than 10 people), you
can leave a melee without provoking an automatic attack of
Benefit: When working with designated pack members whom
opportunity. You can avoid one attack of opportunity per pack
you must choose by name (can’t be more than 10 people), you
member within five feet of your position.
get a +2 competence bonus to flank attacks.
Pack Scout Podmet [Metamagic]
Packs know when to be cautious, observe, fall back, or give up.
You know the effects of magical herbs and their power to
Packs use scouts to watch potential prey and discern any pat-
enhance spells.
terns, weaknesses, etc. If a creature seems powerful, the pack
looks for a weakness before attacking. If a creature seems weak, Prerequisite: Wis 13+, Survival skill.
the pack draws it away or kills it quickly, especially if the crea-
Benefit: By rolling a Survival check (DC 30), you find herbs
ture is not alone. If a target is too strong for the pack, the pack
that enhance a spell’s power. You receive a bonus to all numeri-
abandons it and look for other suitable targets.
cal effects equal to the amount by which you succeed the skill
Prerequisite: Track Feat check.
Benefit: On a successful Survival check, you can determine the
comparative level of a creature to your own and that of your
Poison Resistance [General]
pack members. If you succeed, creatures that are lower level You gradually expose yourself to snake bites to increase your
than you are weak, those that are higher level are strong, and resistance to poison.
those that are equal to your level are equal in power. Failure Prerequisites: Con 13+, Toughness
means you gain no pertinent information and cannot attempt the
Pack Scout feat on the target again. Benefit: You gain damage reduction 1/- against poison.
73
Frost and Fur
Benefit: You receive a +1 competence bonus to Intelligence Benefit: In essence, the secret mark is tied to your soul. Spells
checks. that alter your form will always have the secret mark represented
on them. Doppelgangers cannot duplicate the secret mark. Even
Reduce Cover [General] the clone spell will not duplicate the secret mark. It is a surefire
You can strike a coward’s head when he peeks out from behind way of identifying you as the genuine article. Identifying your
cover. secret mark requires a Search check (DC 20) on your person.
Prerequisites: Spot skill, Wis 13+, Point Blank Shot, Precise Seer [General]
Shot
You can sometimes see up to a half hour into the future.
Benefit: By making an opposed Spot check, you can reduce a
Prerequisites: Wis 13+, Second Sight
foe’s degree of cover by one step, from nine-tenths to three-quar-
ters, from three-quarters to one-half, from one-half to one-quar- Benefit: Once per day, you can determine the future as per the
ter, and from one-quarter to none. This feat only works for one augury spell by making a successful Wisdom check (DC 14).
round and must be rolled each round to bestow the bonus. This You can only ask one question.
feat does not work on a foe that has total cover.
Shapeshifting [General]
Retribution [General] You can shift forms into an animal you are acquainted with.
You strike back at your foe with twice the fury that he struck
Prerequisite: +5 base attack bonus, must make peaceful contact
you.
with animal.
Prerequisites: Iron Will
Benefit: You gain the ability to polymorph self into a Small or
Benefit: You allow an attack of opportunity by “just taking it” – Medium-size animal (but not a dire animal) once per day. You
then retaliate by inflicting your damage plus the damage your must choose one animal form, although this feat can be taken
foe inflicted on you. Your opponent’s attack disregards your Dex multiple times for multiple animal forms.
bonus and any shield bonus, but not armor. You must attack nor-
mally and hit unless your opponent is also “just taking it”. Simpleminded [General]
You’re a fool, but you get by anyway.
Returning Ammo [General]
Prerequisite: Wis 8 or lower.
You can cause ranged ammunition (for bows and crossbows) to
return to your quiver. Benefit: You receive a +1 luck bonus to all saving throws.
Prerequisites: Point Blank Shot, Far Shot
Ski Combat [General]
Benefit: You lose an action for each piece of ranged ammunition You know how to keep your balance while on skis.
you will back to your quiver. The target must make a Fort save
(DC 10 + your level) or suffer another damage roll from your Prerequisite: Balance skill.
ranged attack as the ammunition rips itself out of his flesh and Benefit: Once per round, if you are struck while skiing, you can
returns to your quiver. This is a supernatural ability. make a Balance check to negate the hit. The hit is negated if your
Balance check is greater than the attack roll.
Second Sight [General]
Normal: To keep standing while on skis, you must make a Bal-
You are gifted with “the sight”, an ability to see things man was ance check (DC 5).
not meant to see.
Prerequisites: Wis 13+ Skjaldborg [General]
Benefit: You can see invisible creatures with a successful Wis- You know how to form a shield wall by overlapping your shield
dom check (DC 10 + creature’s level). You do not need to be with your comrades. This shield wall makes it nearly impossible
aware of the invisible creature, the effect is spontaneous. to penetrate, because the warriors behind you absorb the initial
charge, usually with spears.
Secret Mark [General] Prerequisite: Shield Proficiency
You have, somewhere on your body, a secret mark. It can be a Benefit: So long as you are surrounded by at least three other
birthmark, a golden patch of skin, a special mole, or something allies with shields, you cannot be tripped as a result of an over-
even more exotic. Whatever the case, this secret mark cannot be run action.
duplicated through magical means and is always apparent in any
form you take.
Prerequisite: Con 13+
74
Skills & Feats
Slide-By Attack [General] Speed Swimming [General]
You can keep your balance and make a slide-by attack while Another popular Nordic competition, you are an extremely fast
standing on ice. swimmer.
Prerequisite: Balance skill. Prerequisites: Dex 13+, Swim skill
Benefit: When you are on ice and use the charge action, you Benefit: A successful Swim checks allow you to swim one-half
may move and attack as with a standard charge and then move of your speed as a move-equivalent action or three-fourths your
again (continuing the straight line of the charge). Your total speed as a full-round action.
movement for the round can’t exceed double your speed. You do
not provoke an attack of opportunity from the opponent that you Stigandi [General]
attack. Stigandi is a stance used for wrestling in the confines of the nar-
row halls of Nordic farmhouses during the winter, when
Snow Fight [General] wrestling outdoors would be hindered by the harsh northern cli-
Benefit: In melee, you disregard the effects of an opponents mate. The footwork in stigandi is graceful and gliding; each step
cover in snow (except in the case of full cover). You suffer only is carefully calculated with great precision. Stigandi prevents
half the usual penalty to speed for being unable to see due to you from being backed into a wall or corner in confined spaces.
whiteouts, blizzards, and snow. Poor visibility in general reduces Stigandi it allows you to perpetually revolve, thus enabling the
your speed to three-quarters of normal, instead of one-half. maximum use of a limited area indoors in which to wrestle.
Prerequisite: Dex 13+, Improved Unarmed Strike
Snowshoes [General]
Your feet are accustomed to treading on snow. Benefit: You never cause an attack of opportunity when grap-
pling no matter how many opponents are attacking you.
Prerequisites: Dex 15+, Balance skill.
Benefit: You can walk on the surface of snow, avoiding any Strandhugg [General]
penalties to movement, combat or skill checks. In raids, Norsemen sail into shallow water and jump from their
ships into combat, shouting at the top of their lungs. These
Spear Catching [General] attacks specialize in surprise, looting the area, killing anyone in
You’re so quick that if a spear misses you, you can catch it…and their way, burning the houses and then retreating back to the
throw it back! boats. The attack leaves villagers stunned.
Prerequisites: Dex 13+, Improved Unarmed Strike, Deflect Prerequisite: Jump skill. Intimidate skill
Arrows Benefit: A successful Jump check (DC 20) and subsequent
Benefit: You must have at least one hand free (holding nothing) Intimidate check (DC 10 + highest level Hit Dice) causes all
to use this feat. Once per round, when you would normally be hit who witness the strandhugg with Hit Dice lower than yours to
by a spear of any sort (including a javelin), make an opposed make a Will save (DC the Jump or Intimidate roll, whichever is
attack roll (vs the original attack result). If you succeed, you higher). Failure leaves all witnesses Panicked for one round.
catch the spear in one hand and spin with its momentum, launch-
ing it again at your opponent. You receive a circumstance bonus Svinfylka [General]
to the attack roll equal to the amount you beat your opponent’s You are effective at executing the “boar’s snout” maneuver,
opposed attack roll to catch the spear. taught to Norsemen by Odin.
Prerequisite: Improved Bull Rush, requires at least two other
Spear Throwing [General] people
You are a master of the throwing spear.
Benefit: On a successful bull rush attack, all opponents with Hit
Prerequisite: Proficient with shortspear or javelin, Dex 12+, Dice lower than you who suffer the attack must make a Will save
Weapon Focus (shortspear or javelin) (DC bull rush attack roll) or become Panicked.
Benefits: You can throw an additional shortspear or javelin with
your off-hand in the same round so long as your off-hand is free. Totem [General]
Each throw loses 15 feet per range increment and the off-hand Eskimos and others with shamanistic belief systems are born
throw does not receive the +1 bonus to its attack roll from the with totems. Over time, they may even acquire two or three.
Weapon Focus feat. Each totem represents an animal that exists both in the spiritual
and natural world. These totems favor you and expect you in
turn to respect them.
75
Frost and Fur
Table 6.1: Totems
Totem Bonuses
Bear, Brown: +1 to Strength score, +1 competence bonus to Climb checks
Bear, Polar: +1 to Strength score, +1 competence bonus to Balance checks
Deer, Caribou: +1 to Wisdom score, +1 competence bonus to Knowledge (nature) checks
Deer, Moose: +1 to Constitution score, +1 competence bonus to Survival checks
Dog, Hunting: +1 to Dexterity score, +1 competence bonus to Survival checks
Dog, Sled: +1 to Strength score, +1 competence bonus to Survival checks
Fox, Arctic: +1 to Dexterity score, +1 competence bonus to Move Silently checks
Hawk: +1 to Dexterity score, +1 competence bonus to Spot checks
Muskox: +1 to Constitution score, +1 competence bonus to Spot checks
Owl: +1 to Wisdom score, +1 competence bonus to Move Silently checks
Pinniped, Seal: +1 to Constitution score, +1 competence bonus to Listen checks
Pinniped, Walrus: +1 to Strength score, +1 competence bonus to Intimidate checks
Pinniped, Sea Lion: +1 to Constitution score, +1 competence bonus to Tumble checks
Raven: +1 to Wisdom score, +1 competence bonus to Intuit Direction checks
Squirrel: +1 to Dexterity score, +1 competence bonus to Hide checks
Weasel: +1 to Dexterity score, +1 competence bonus to Jump checks
Whale, Arctic: +1 to Constitution score, +1 competence bonus to Swim checks
Whale, Killer: +1 to Strength score, +1 competence bonus to Swim checks
Wolf, Arctic: +1 to Dexterity score, +1 competence bonus to Search checks
Wolverine: +1 to Constitution score, +1 competence bonus to Intimidate checks
Prerequisite: This feat can be selected once upon creation of the Tudab Seal [General]
character. Additional totems can be selected when new feats are
You have accumulated enough manitushiun from your kills that
gained. Must have some component of alignment that is neutral-
you have mastered the water. You can walk or run along the bot-
aligned. Must have an animistic or shamanistic belief system.
tom of a river just as if you were on land.
Benefit: See below. You also receive a +2 competence bonus to
Prerequisite: +7 base attack bonus, Dex 13+, Shamanistic belief
all checks involving the totem, including Animal Empathy, Han-
system.
dle Animal, Heal, Knowledge (nature), Ride, and Survival.
Benefit: Once per day, you can gain the simultaneous benefits of
Special: The totem requires you to not kill, hunt, or eat the ani-
a water breathing and freedom of movement spell as if you cast it
mal that is your totem. You can’t even wear clothing or equip-
as a cleric of your level. The benefits only extend to you. This
ment made of the animal (see hides in the Equipment section). If
power is considered a supernatural ability.
you ever harm or eat your totem, intentionally or unintentionally,
you lose the benefits of this feat. Aleut can never take a pinniped
totem, Tlingit can never take a whale totem, and Inuit can never
Tudab Fog [General]
take a deer totem. You can retake the feat to regain that totem’s You have accumulated enough manitushiun from your kills that
trust. This feat can be taken multiple times for different animals. you have mastered the air itself. You can call forth a fog upon
Note that if you take too many totems, you may find yourself command.
incapable of eating any food or wearing any clothing. Prerequisite: +3 base attack bonus, Wis 13+, Shamanistic belief
system.
Trel [General]
Benefit: Once per day, you can call forth a fog cloud as per the
You withdraw from an attack until the attacker offers an opening fog cloud spell as if you cast it as a sorcerer of your level. This
that you can use to disable your attacker. power is considered a supernatural ability.
Prerequisite: Weapon Focus (club), Dex 13+
Benefits: While wielding a club, you receive a +1 dodge bonus
Tudab Cure [General]
to your Armor Class on a successful opposed Wisdom check. If You have accumulated enough manitushiun from your kills that
you successfully strike your opponent on your next attack, he is you have mastered your own flesh. You can call upon your
automatically dazed for one round. wounds to mend themselves.
Prerequisite: Cha 13+, Shamanistic belief system.
Benefit: Once per day, you can heal your wounds as per the cure
light wounds spell as if you cast it as a cleric of your level. This
power is considered a supernatural ability.
76
Skills & Feats
Una Tar Tuq [General]
You are an expert in wrestling. You stand face-to-face with your
arms around your opponent and your feet flat on the ground.
Then you lift and hurl your opponent.
Prerequisite: Improved Unarmed Strike
Benefit: Upon a successful grapple, you can automatically make
a successful trip attack in lieu of a pin, knocking your foe prone.
Weapon-Catching [General]
You can catch an enemy’s slashing or piercing weapon on a
wooden shield’s rim.
Prerequisite: Shield Proficiency, Dex 12+
Benefits: If an opponent rolls a natural 1 on his attack roll (1 or
2 with a large shield), his weapon gets stuck in your shield. You
can choose to discard the shield as a partial action, thereby effec-
tively disarming the attacker. Additionally, the opponent is
thrown off balance and suffers a –1 circumstance penalty to his
armor class. If you do not spend a partial action to immediately
discard the shield, the opponent can attempt wrench the weapon
free (opposed Str checks). The shield must make a Fort save (DC
20) or be ruined.
Youngest [General]
The forces of good often look benevolently upon the youngest
child in a family.
Prerequisite: You are the youngest child but not an only child.
Benefit: You receive a +1 luck bonus to all saving throws.
Zagovory [Metamagic]
You have mastered the art of casting spells that cause illness,
hate, harm, and discord.
Prerequisite: Wis 13+, must be evil-aligned.
Benefit: All variable, numeric effects of any evil spell are
increased by 50%. In exchange, you lose a permanent Charisma
point due to the malefic aura that surrounds you.
77
Magic
Kanereyklak trudged up to Anjka’s tent with slow, deter- per die of damage. Creatures struck by water spells quickly
mined steps. He had never participated in a tent-shaking freeze and are considered to be in water when checking for
ceremony. Anjka’s spirit guided her, protected her, and exposure.
showed her the way through the spiritual lands. Kanereyk-
lak had no such protection. Illusion
But he had to try. Anjka would be incapable of contacting Glamers and figments are more effective in the arctic due to the
the spirits under the watchful eye of the adlait. peculiar nature of the cold weather conditions and its effects on
visibility. Victims receive a -1 circumstance penalty to saving
A chill danced up and down Kanereyklak’s spine as he throws to all illusions in cold lands.
entered the smaller tent. All that lay within was a small
stone. Necromancy
Kanereyklak sat down and took a deep breath. Then he Necromancy spells create a chill in their targets. As a result,
began rubbing the small stone and rocking back and forth, necromancy spells cause victims to suffer a -1 circumstance
humming to himself and calling to the spirits. penalty to exposure checks for each 1d6 points of damage
inflicted.
Kanereyklak fell into a trance, made all the easier by the
lack of food and the strain of loss. Time sped past him. He
was vaguely aware of the light changing outside the tent. Transmutation
He counted. The world moved on without him three times. Any transmutation that creates a liquid object will quickly freeze
into ice. Ice has a hardness of 0 and 3 hit points per inch of thick-
Without food, without water, when his own monotonous ness. See the Ice section in the Environment chapter for more
droning nearly drove him mad, someone stepped into the information.
tent. Kanereyklak tried to ignore him. Then a large hand
touched his shoulder, snapping him out of his trance.
The ever-present cold is more than just an annoying mundane
hindrance—it can also have a significant impact on spellcasting.
New Domains
This chapter examines how the cold affects schools of magic. It
also details how specific spells are modified in cold lands.
Ice
Finally, it ends with a list of new spells for cold casters. Granted Power: The Hot-Blooded feat. Command and rebuke
Cold creatures as an evil cleric commands and rebukes undead.
Use this ability a total number of times per day equal to 3 + your
Charisma modifier.
Modified Spells
Table 7.1: Ice Domain Spells
Abjuration 1. Magic Snowball
Spells that protect against cold damage also protect against 2. Freezing Blade
exposure. For every 1 point of damage the spell negates, reduce 3. Ice Shape
the DC for exposure checks by 1. 4. Icicles
5. Avalanche
Conjuration 6. Iceballs
Creatures that are not native to cold lands will have difficulty 7. Crevasse
coping. Intelligent beings can make their own decisions, but ani- 8. Repel Ice or Snow
mals and beasts summoned into temperatures below 32 degrees 9. Snowmen
Fahrenheit suffer a -4 morale penalty to all rolls.
Evocation
Evocation fire spells are reduced in effectiveness by 1 point per
die of damage. Thus, a 15th level fireball inflicts 15d6-15 points
of damage. Sonic spells are increased in effectiveness by 1 point
78
Magic
Altered Spell Effects Endure Elements
This spell helps protects a character from exposure in addition to
Chill Metal the usual energy damage. Modify the effective temperature by
This spell lowers an objects temperature by 10 Fahrenheit 50 degrees Fahrenheit for any exposure checks.
degrees the first round, 20 degrees the second round, and 30
degrees for the third through fifth rounds. The item’s tempera- Grease
ture is then only reduced by 20 degrees on the sixth round and 10 This spell creates ice instead of grease on its target if the temper-
degrees on the seventh round. A person wielding or wearing the ature is below 32 degrees Fahrenheit.
item becomes particularly susceptible to hypothermia and frost-
bite from this attack and must make an immediate check for Ice Storm
both. This spell lowers the temperature to 32 degrees (unless already
colder) in the area of effect for the duration.
Cone of Cold
Perhaps the most frightening spell in a wizard’s repertoire, cone of Insect Plague
cold temporarily reduces the local temperature by 10 degrees for During the summer months of subarctic locations, clouds of
every 1d6 points of damage inflicted. A 15th level character can insects swarm the air. Any insect plague cast is doubled in
reduce the local temperature by a whopping -150 degrees, requir- strength, including effect, damage, and duration. If cast in
ing an immediate check for both hypothermia and frostbite. weather below 32 degrees Fahrenheit, the insects die the round
after they are summoned.
Control Weather
The caster can influence the weather as per the weather section O’s Freezing Sphere
under the Natural Hazards chapter. Atmospheric phenomena can The globe version of this spell lowers a victim’s local tempera-
be dispelled with a successful Will save, attempted once every ture by -60 Fahrenheit degrees . The cold ray version of this spell
10 minutes. temporarily lowers the local temperature by 10 degrees per 1d6
Weather DCs to Dispel points of damage. Exposure checks should be made.
79
Frost and Fur
Transmute Rock to Mud Alfar Tune
This spell transmutes rock to permafrost when the temperature is Enchantment (Compulsion) [Mind-Affecting]
lower than 32 degrees Fahrenheit, which isn’t much different Level: Vol 8, Brd 6
from rock. Permafrost has a hardness of 4 and 9 hit points per Components: V
inch of thickness. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Wall of Ice Target: 1 cu. ft./level
If cast as a hemisphere, this spell reduces the temperature by 10 Duration: 1 round/level
degrees. Saving Throw: Will negates
Spell Resistance: Yes
Water Walk The caster begins to play, whistle, hum, or sing a song. Every-
This spell allows creatures to cross snow in complete silence, thing within range feels an undeniable urge to dance and begins
negating the penalty to Move Silently checks in snow. doing so, complete with foot shuffling and tapping. This will
even animate objects of any non-magical material. Even raw mat-
ter, such as water, will dance in tune. While the caster maintains
the spell (plays, sings, hums), the dance makes it impossible for
New Spells the subject to do anything other than caper and prance, worsens
At the DMs option, spells that are usable by druids can also be the Armor Class of the creature by -4, makes Reflex saves impos-
cast by angakoqs, voelvas, and volkhovs. Spells that are usable sible except on a roll of 20, and makes it impossible to use a
by sorcerers or wizards can be cast by kolduny. shield. Any strenuous action on the caster’s part, including com-
bat, requires a Perform check (DC 20). Failure means the spell
New Spellcasters ends immediately.
Some of the character class designations may be unfamiliar
to you. They can be found in the later chapters on Eskimo, Anakua
Slavic, Nordic, and Ice Age settings. The abbreviations are Divination
summarized here for your convenience. Level: Akq 9, Clr 9
Components: S
Akq: Angakoqs (Eskimo) Casting Time: 1 standard action
God: Godi (Nordic) Range: Personal
Area: Cone
Kol: Koldun (Slavic)
Target: You
Vol: Voelva (Nordic) Duration: 1 minute/level
Saving Throw: None
Akeutit Spell Resistance: No
Abjuration The anakua manifests itself as a mysterious light that the
Level: Akq 3, Brd 3, Rgr 3, Clr 3 angakoq suddenly feels in his body, deep inside his skull. It is an
Components: V, S unexplainable searchlight that burns within him, allowing the
Casting Time: 1 standard action angakoq to see things no mortal man can see. Even with his eyes
Range: Close (25 ft. + 5 ft./2 levels) closed, the caster can see everything, whether he wants to or not.
Target: One creature plus one additional creature/four levels, no
two of which can be more than 30 ft. apart The caster sees through normal and magical darkness, notices
Duration: Instantaneous secret doors hidden by magic, sees the exact locations of crea-
Saving Throw: Fort negates (harmless) tures or objects under blur or displacement effects, sees invisible
Spell Resistance: Yes (harmless) creatures or objects normally, sees through illusions, and sees the
true form of polymorphed, changed, or transmuted things. Fur-
This incantation is used to drive away or appease spirits, thereby ther, the subject can focus her vision to see into the Ethereal
removing illness. The caster chants, swaying from side to side. It Plane. The range of anakua is 120 feet.
cures the diseases of everyone in range that the subjects are suffer-
ing from. The spell does not kill parasites (like green slime or rot This spell also penetrates solid objects, conferring a sort of x-ray
grubs). Because the spell is instantaneous, it does not prevent rein- vision on the caster. Mountains are translucent and the earth
fection after a new exposure to the same disease at a later date. becomes one long featureless plain. When looking through
objects, the caster can see as if he were looking at something in
normal light even if there is no illumination. Anakua vision can
penetrate up to 20 feet of cloth, wood or similar animal or veg-
etable matter and up to 10 feet of stone or metal, as per a ring of
80
Magic
x-ray vision. This spell also bestows a +10 competence bonus to
Search and Spot checks.
Animal Resurrection
Conjuration (Healing)
Level: Akq 6, Brd 6, Drd 6
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Dead animal or magical beast touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
This spell resurrects an animal or magical beast as the resurrec-
tion spell. It requires the bones of the creature to be resurrected,
but acts as the resurrection spell in all other respects.
Animate Ice
Transmutation [Cold]
Level: Drd 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Avalanche
Target: Ice, 1 cu. ft./level Evocation
Duration: 1 round/level Level: Drd 7, Ice 5
Saving Throw: None Components: V, S, DF
Spell Resistance: No Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
The caster imbues inanimate ice with mobility and a semblance
Area: 5 ft./level radius (S)
of life. The animated ice then attacks whomever or whatever the
Duration: 1 round
caster initially designates. The caster can animate up to 1 cubic
Saving Throw: See text
foot of ice per caster level. The ice fights as an animated object
Spell Resistance: No
with the cold subtype.
When the caster casts avalanche, an intense but highly localized
Animate Snow tremor rips the ground. It shivers snow, ice, and rock off any pro-
Transmutation [Cold] truding natural terrain. The shock lasts 1 round, during which
Level: Drd 5 time creatures on the ground can’t move or attack. Spellcasters
Components: V, S on the ground must make Concentration checks (DC 20 + spell
Casting Time: 1 standard action level) or lose any spells they try to cast. The avalanche affects all
Range: Medium (100 ft. + 10 ft./level) terrain, vegetation, structures, and creatures in the area. The ava-
Target: Snow, 1 cu. ft./level lanche travels horizontally as far as it falls vertically. An ava-
Duration: 1 round/level lanche cast at the top of a 100-foot cliff would sweep 100 feet
Saving Throw: None outward from the base of the cliff. Any creature in the path sus-
Spell Resistance: No tains 8d6 points of damage (Reflex half DC 15). See the ava-
lanche entry in the Environment chapter for more details.
The caster imbues inanimate snow with mobility and a sem-
blance of life. The animated snow then attacks whomever or Avgo Regeneration
whatever the caster initially designates. The caster can animate
Conjuration (Healing)
up to 1 cubic foot of snow per caster level. The snow fights as a
Level: Akq 9, Clr 9, Healing 9
gray ooze and has one hit die per two cubic feet. It does not have
Components: V, S
an acid attack and has the cold subtype.
Casting Time: At least 10 minutes
Range: Personal
Target: Self
Duration: 1 day/level or until discharged
81
Frost and Fur
Saving Throw: Fort negates (harmless) eoning. If the weapon can still be used for blunt trauma, it will
Spell Resistance: Yes (harmless) have an Enhancement damage penalty equal to ½ the caster’s
level (although a weapon will never deal less than 1 point of
Avgo was a great angakoq who was once mauled by a bear and
damage). You can make one gaze attack per round. This spell
then devoured by a walrus, which dropped him into the depths of
does not affect bludgeoning weapons.
the ocean. His skeleton returned and slowly regained its pieces
of flesh, until he returned whole to the shore.
Boiling Transformation
This spell must be cast by the caster upon himself (prior to death, Transmutation
naturally). Upon dying (below -10 hit points), at least one bone Level: Vol 4, Fire 4, Water 4
of the caster’s corpse begins immediately regenerating, wherever Components: V, S
it is. The flesh grows around the bones—if there are no intact Casting Time: 1 standard action
bones, the corpse cannot regenerate. The subject’s severed body Range: Touch
members and ruined organs grow back. Once begun, the physi- Target: Creature touched
cal regeneration is complete in 2d10 rounds. It also cures 1d8 Duration: 1 hour/level or until discharged
points of damage +1 point per caster level (up to +20). In all Saving Throw: None
other respects the spell acts as raise dead. Spell Resistance: Yes
82
Magic
Call Aurora (Arsarnerit) The caster can control the actions of any creature he paints on a
cave wall. The caster establishes a telepathic link with the being
Evocation [Electricity]
depicted. The caster can communicate only basic commands,
Level: Drd 6
such as “Come here,” “Go there,” “Fight,” and “Stand still.” the
Components: V, S
caster knows what the subject is experiencing, but the caster
Casting Time: 10 minutes
does not receive direct sensory input from him.
Range: Long (400 ft. + 40 ft./level)
Effect: See text Once you have given a creature under the influence of a cave
Duration: 10 minutes/level painting spell a command, it continues to attempt to carry out
Saving Throw: Reflex half that command to the exclusion of all other activities except those
Spell Resistance: Yes necessary for day-to-day survival (such as sleeping, eating, and
so forth). Because of this limited range of activity, a Sense
To cast call aurora, the caster must be in a polar region (or sub-
Motive check (DC 15) can determine the subject’s behavior is
polar)—an area where an aurora is normally seen. Once called,
being influenced by an enchantment effect.
the caster is then able to invoke the effects of the aurora and call
upon one random effect every 10 minutes. The caster need not Subjects resist this control, and those forced to take actions
call an aurora effect immediately—other standard actions, even against their nature receive a new saving throw with a bonus of
spellcasting, can be performed. However, the caster must use a +1 to +4, depending on the type of standard action required.
standard action (concentrating on the spell) to cause an effect. Obviously self-destructive orders are not carried out. Once con-
The random effect targets a point of the caster’s choosing, within trol is established, the range at which it can be exercised is
range (measured from the caster’s position at the time). This unlimited, as long as the caster and the subject are on the same
spell does not function indoors, underground, or underwater. plane. The caster need not see the subject to control it.
D100 Effect Protection from evil or a similar spell can prevent the caster from
01–20 Gate exercising control or using the telepathic link while the subject is
so warded, but it does not prevent the establishment of domina-
21–40 Call Lightning
tion or dispel it.
41–60 Time Stop
61–80 Teleport Material Component: The cave painting must be in a secret loca-
81–00 Unhallow tion that no one but the caster can view. If anyone else views it,
the spell is broken.
Catch Soul
Abjuration Commune With Animals
Level: Akq 8, Clr 8 Conjuration (Summoning)
Components: V, S, M Level: Vol 5, Animal 5, Drd 5
Casting Time: 1 standard action Components: V, S
Range: Touch Casting Time: 1 full round
Target: One creature Range: See text.
Duration: Instantaneous Effect: Swarm of animals in a 50-ft. spread
Saving Throw: None Target: The caster
Spell Resistance: Yes Duration: Concentration + 2 rounds
Saving Throw: None
With this spell, the caster releases a soul from any binding. It
Spell Resistance: No
negates soul bind and trap the soul spells.
This spell summons all four-legged animals of 2 Hit Die or less
Material Components: The caster requires the target’s mittens,
in the area to the caster. The caster can communicate with the
which are tied to a cord and thrown a distance, then dragged back.
animals and ask them three questions about the following sub-
jects: the ground or terrain, plants, minerals, bodies of water,
Cave Painting people, general animal population, presence of woodland crea-
Enchantment (Compulsion) [Mind-Affecting] tures, presence of powerful unnatural creatures, or even the gen-
Level: Adt 5, Drd 5 eral state of the natural setting.
Components: V, S, M
Casting Time: 1 standard action In outdoor settings, the spell operates in a radius of one mile per
Range: Medium (100 ft. + 10 ft./level) caster level. Indoors or underground, the range is limited to 100
Target: One creature feet per caster level. The spell does not function where nature
Duration: 1 day/level has been replaced by construction or settlement or where no ani-
Saving Throw: Will negates mals naturally exist.
Spell Resistance: Yes
83
Frost and Fur
Commune With Birds Range: Touch
Effect: Torch
Conjuration (Summoning)
Duration: Permanent
Level: Vol 5, Animal 5, Air 5, Drd 5
Saving Throw: None
Components: V, S
Spell Resistance: No
Casting Time: 1 full round
Range: See text. A flame from another source is transferred to a new location.
Effect: Swarm of birds in a 50-ft. spread The flame looks like a regular flame, but it creates no heat and
Target: The caster doesn’t use oxygen. The flame can be covered and hidden but
Duration: Concentration + 2 rounds not smothered or quenched. While this spell may seem trivial to
Saving Throw: None some, an everlasting flame is critical to a tribe’s survival.
Spell Resistance: No
Material Component: A pre-existing fire source.
This spell summons all birds of 2 Hit Die or less in the area to
the caster. The caster can communicate with the birds and ask Control Snow
them three questions about the following subjects: the ground Transmutation [Cold]
or terrain, plants, minerals, bodies of water, people, general Level: Drd 4
animal population, presence of woodland creatures, presence Components: V, S
of powerful unnatural creatures, or even the general state of the Casting Time: 1 standard action
natural setting. Range: Long (400 ft. + 40 ft./level)
In outdoor settings, the spell operates in a radius of one mile per Area: Snow in a volume of 10 ft./level x 10 ft./level x 1 ft./level
caster level. Indoors or underground, the range is limited to 100 (S)
feet per caster level. The spell does not function where nature Duration: 10 minutes/level (D)
has been replaced by construction or settlement or where no Saving Throw: None
avians naturally exist. Spell Resistance: No
Depending on the version the caster chose, the control snow
Commune With Fish spell raises or lowers snow levels.
Conjuration (Summoning)
Lower Snow: This causes snow to sink away to a minimum
Level: Vol 5, Animal 5, Water 5, Drd 5
depth of 1 inch. The depth can be lowered by up to 1 foot per
Components: V, S
caster level. The snow is lowered within a squarish depression
Casting Time: 1 full round
whose sides are up to 10 feet long per caster level. When cast on
Range: See text.
ice elementals and other cold-based creatures, this spell acts as a
Effect: Swarm of fish in a 50-ft. spread
slow spell. The spell has no effect on other creatures.
Target: The caster
Duration: Concentration + 2 rounds Raise Snow: This causes snow to rise in height, just as the lower
Saving Throw: None snow version causes it to lower.
Spell Resistance: No For either version, the caster may reduce one horizontal dimen-
This spell summons all fish of 2 Hit Die or less in the area to sion by half and double the other horizontal dimension.
the caster. The caster can communicate with the fish and ask
them three questions about the following subjects: the ground Corpse Candle
or terrain, plants, minerals, bodies of water, people, general Necromancy [Death]
animal population, presence of woodland creatures, presence Level: Kol 5, Sor/Wiz 5
of powerful unnatural creatures, or even the general state of the Components: V, S, M
natural setting. Casting Time: 1 round
In outdoor settings, the spell operates in a radius of one mile Range: Long (400 ft. + 40 ft./level)
per caster level. Underground, the range is limited to 100 feet Target: One living creature
per caster level. The spell does not function where nature has Duration: Instantaneous
been replaced by construction or settlement or where no fish Saving Throw: Fortitude partial
naturally exist. Spell Resistance: Yes
The caster can slay any one living creature within range. The
Continuous Fire Ritual subject is entitled to a Fort saving throw to survive the attack. If
Transmutation the save is successful, it instead sustains 3d6 points of damage
Level: Adt 3, Drd 3, Rgr 3 +1 point per caster level.
Components: V, S, M Material Components: This spell requires a candle made from
Casting Time: 1 standard action human fat, which is destroyed in the casting.
84
Magic
Create Banishche Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Evocation [Evil] Area: 5 ft./level radius (S)
Level: Kol 5, Clr 5 Duration: 1 round
Components: V, S, M
Saving Throw: See text
Casting Time: One day
Spell Resistance: No
Range: Touch
Area: 10-ft./level radius emanating from the touched point When the caster casts crevasse, the ground within the area of
Duration: Instantaneous effect is ripped in half by a localized tremor. The shock lasts 1
Saving Throw: None round, during which time creatures on the ground can’t move or
Spell Resistance: See text attack. Spellcasters on the ground must make Concentration
Banishche are the sites of former bathhouses. They are unlucky, checks (DC 20 + spell level) or lose any spells they try to cast.
unclean places that are ripe for spellcasting of an evil nature. At the beginning of the round, a crevasse opens in the ground.
Upon casting, the site provides a magic circle against good effect. The crevasse affects all terrain, vegetation, structures, and crea-
tures in the area. All creatures standing in the area must make
All turning checks to turn undead suffer a -4 profane penalty and Reflex saving throws (DC 15) or fall down. Every creature on
turning checks to rebuke undead gain a +4 profane bonus. Spell the ground has a 25% chance to fall into the crevasse (Reflex
resistance does not apply to this effect. save DC 20 to avoid falling in). At the end of the spell, all cre-
Finally, the caster may choose to fix a single spell effect to the vasses grind shut, killing any creatures still trapped within.
banishche site. The spell effect lasts for one year and functions
throughout the entire consecrated site, regardless of its normal Detect Thief
duration and area or effect. It affects all non-evil beings in the Divination
area. At the end of the year, the chosen effect lapses, but it can be Level: Kol 3, Sor/Wiz 3
renewed or replaced simply by casting banishche again. Components: V, S, F
Spell effects that may be tied to a banishche include bane, cause Casting Time: 1 standard action
fear, darkness, and deeper darkness. Spell resistance might apply Range: Close (25 ft. + 5 ft./2 levels)
to these spells’ effects. Targets: One creature/level, no two of which can be more than
30 ft. apart
A banishche can be removed by a hallow spell. Duration: Concentration, up to 1 round/level
Material Components: Herbs, oils, and incense worth at least Saving Throw: Will negates
1,000 gp, plus 1,000 gp per level of the spell to be tied to the Spell Resistance: No
affected area.
Create Snow
Conjuration (Creation) [Cold]
Level: Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of snow/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates clean, unpolluted snow. Snow can be cre-
ated in an area as small as will actually contain the snow, or in an
area three times as large (possibly creating a downpour or filling
many small receptacles). Note: Conjuration spells can’t create
substances or objects within a creature. Snow weighs about 8
pounds per gallon. One cubic foot of snow contains roughly 8
gallons and weighs about 60 pounds.
Crevasse
Evocation [Cold]
Level: Drd 8, Ice 7
Components: V, S, DF
85
Frost and Fur
By rotating a sieve on a fork, the caster can determine if a target Duration: 1 minute/level
is a thief. The thief must be someone who has stolen something Saving Throw: none
that does not belong to him or her in the last 24 hours or who has Spell Resistance: no
ever stolen anything from an individual within range of the spell.
With a successful Concentration check (DC 15) you may see
Each round, the caster concentrates on one subject, who must be
what is directly on the opposite side of a body of ice. With a suc-
in range. If guilty, the sieve will point to the thief. The spell does
cessful Concentration check (DC 30) you may see as if you were
not reveal any information about the theft. Each round, the caster
standing at any point adjacent to the body of ice, regardless of
may concentrate on a different subject.
relative direction to your current position. This spell has a maxi-
Material Component: A simple sieve and a fork. mum range of 1 mile per caster level. (If the body of ice extends
beyond your maximum range, the spell fails.)
Discern Tree
Divination Faerie Ice
Level: Vol 2, Plant 2, Drd 2 Transmutation [Cold]
Components: V, S Level: Drd 5, Sor/Wiz 5
Casting Time: 1 standard action Components: V, S, M/DF
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Target: One plant Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous Area: Up to two 10-ft. cubes/level (S)
Saving Throw: Will negates (harmless) Duration: Permanent (see text)
Spell Resistance: Yes (harmless) Saving Throw: See text
Spell Resistance: No
This spell allows the caster to instantly identify a plant’s nature.
Information about the plant includes if it is sentient, magical, This spell turns natural, uncut or unworked snow, ice or per-
enchanted (has spells cast upon it), is the home of a dryad, or mafrost of any sort into an equal volume of faerie ice—see the
anything out of the ordinary. Worshippers of Simargl cast this Snow Swamp section of the Environment chapter for more details.
spell to avoid accidentally chopping down the Tree of Life, If the spell is cast upon a serac, for example, the serac collapses
which looks like any other tree in a forest. into faerie ice. Magical or enchanted snow or ice is not affected by
the spell. The depth of the faerie ice created cannot exceed 10 feet.
Elik Creatures unable to levitate, fly, or otherwise free themselves from
Divination the faerie ice sink until hip- or chest-deep, reducing their speed to
Level: Akq 2, Brd 2, Rgr 2 5 feet and giving them -2 penalties on attack rolls and AC. Brush
Components: V thrown atop the faerie ice can support creatures able to climb on
Casting Time: 1 standard action top of it. Creatures large enough to walk on the bottom can wade
Range: Personal through the area at a speed of 5 feet.
Target: Self If faerie ice is cast upon the ceiling of an ice cavern or tunnel,
Area: Cone the faerie ice falls to the floor and spreads out in a pool at a depth
Duration: 10 minutes/level (D) of 5 feet. The falling faerie ice and the ensuing cave-in deals 8d6
Saving Throw: None points of damage to anyone caught directly beneath the area, or
Spell Resistance: No half damage to those who succeed at Reflex saves.
Similar to the see invisibility spell, elik allows the caster to see Large buildings are generally immune to the effects of the spell,
any objects or beings that are invisible, astral, or ethereal, as if since faerie ice doesn’t reach deep enough to undermine such
they were normally visible. The spell does not reveal the method buildings’ foundations. However, small buildings or structures
used to obtain invisibility, though an astral traveler is easy to often rest upon foundations shallow enough to be damaged or
identify if he has a silver cord. It does not reveal illusions or even partially toppled by this spell.
enable the caster to see through opaque objects. It does not
reveal creatures that are simply hiding, concealed, or otherwise The faerie ice remains until a successful dispel magic restores its
hard to see. substance—but not necessarily its form. Heating turns the faerie
ice into water over a period of days. The exact time depends on
Eyes of the Ice exposure to the sun, wind, and normal drainage.
Divination (Cold)
Level: Brd 2, Rgr 1, Adt 2, Drd 2
Components: V, S
Casting Time: 2 minutes
Range: Personal
Target: You
86
Magic
Finger Sacrifice The curse cannot be dispelled, but it can be removed with a
break enchantment, limited wish, miracle, remove curse, or wish
Transmutation
spell.
Level: Adt 6, Clr 6
Components: V, S, M Material Component: A knife worth at least 100 gp.
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute
By cutting off a finger joint (Will DC 15 to cut off a finger joint),
the target permanently gains a +1 luck bonus to attack and
weapon damage rolls. However, by doing so, the target suffers a
-1 penalty to Climb, Craft, Disable Device, Escape Artist,
Forgery, Heal, Open Lock, Sleight of Hand and Use Rope
checks. This spell can be cast just once for each hand.
Material Component: One finger joint of the target.
87
Frost and Fur
Gold to Corpse This spell causes a humanoid of Medium-size or smaller to suf-
fer a momentary bout of violent hiccups. Humanoids of 5 or
Transmutation
more HD are not affected. The subject is not stunned (so attack-
Level: Kol 6, Sor/Wiz 6
ers get no special advantage against him), but he can’t move,
Components: V, S
cast spells, use mental abilities, etc. due to the hiccups unless he
Casting Time: 1 standard action
succeeds at a Concentration check (DC 25).
Range: Medium (100 ft. + 10 ft./level)
Target: Gold from 1 ft. to 3 ft. in diameter and up to 10 ft. long Material Component: Salt.
Duration: Instantaneous
Saving Throw: Fort negates (object) (see text) Huapsi
Spell Resistance: Yes Abjuration
The spell can convert gold into a random, non-descript human. Level: Akq 5, Brd 5, Clr 5
The corpse is inert and lacking a vital life force unless a life Components: V, S, M
force or magical energy is available. It cannot be reanimated or Casting Time: 1 standard action
raised from the dead, but is made of flesh. The corpse has 10 hit Range: Touch
points per caster level and decays like any other dead body. Gold Target: Living creature touched
to corpse can affect anything made of gold that fits within a Duration: 10 minutes/level
cylinder from 1 foot to 3 feet in diameter and up to 10 feet long. Saving Throw: None
Once found, the corpse can be restored to normal golden form Spell Resistance: Yes (harmless)
with spells such as break enchantment or dispel magic. This spell is a form of preventive medicine known as “breaks up
a plan.” It is used when a person is conscious of being near an
Hibernate enemy that ultimately means death. The target becomes immune
Enchantment (Compulsion) [Cold] to all death spells, magical death effects, energy drain, and any
Level: Drd 1, Rgr 1, Sor/Wiz 1 negative energy effects (such as from inflict spells or chill
Components: V, S touch). The spell does not protect against other sorts of attacks,
Casting Time: 1 standard action such as hit point loss, poison, petrification, or other effects even
Range: Medium (100 ft. + 10 ft./level) if they might be lethal.
Area: Several living mammals within a 15-ft.-radius burst
Material Component: This spell requires the caster to pound and
Duration: 1 minute/level
rub 10 gp worth of fresh roots on the target’s body.
Saving Throw: Fort negates
Spell Resistance: Yes
Ice
A hibernate spell causes a comatose slumber to come upon one Conjuration (Creation) [Cold]
or more mammals. Roll 1d4 +1 per caster level to determine Level: Drd 1, Rgr 1, Sor/Wiz 1
how many total HD of creatures can be affected. Creatures with Components: V, S, M
the fewest HD are affected first. Among creatures with equal Casting Time: 1 standard action
HD, those who are closest to the spell’s point of origin are Range: Close (25 ft. + 5 ft./2 levels)
affected first. No creature with 5 or more HD is affected, and HD Target or Area: One object or a 10-ft. x 10-ft. square
that are not sufficient to affect a creature are wasted. Hibernating Duration: 1 round/level (D)
creatures are helpless. Slapping or wounding awakens affected Saving Throw: See text
creatures, but normal noise does not. Awakening a creature is a Spell Resistance: No
standard action (an application of the aid another action). Hiber-
nate does not target unconscious creatures, constructs, or undead An ice spell covers a solid surface with a layer of slippery ice.
creatures. This spell can only be cast in conditions where the Any creature entering the area or caught in it when the spell is
temperature is below 32 degrees Fahrenheit. cast must make a successful Reflex save or slip, skid, and fall.
Those that successfully save can move at half speed across the
Hiccup surface. However, those that remain in the area must each make
a new saving throw every round to avoid falling and to be able to
Enchantment (Compulsion) [Mind-Affecting]
move. The spell can also be used to create an icy coating on an
Level: Kol 0, Sor/Wiz 0
item—a rope, ladder rungs, or a weapon handle, for instance.
Components: V, S, M
Material objects not in use are always affected by this spell,
Casting Time: 1 standard action
while objects wielded or employed by creatures receive a Reflex
Range: Close (25 ft. + 5 ft./2 levels)
saving throw to avoid the effect. If the initial saving throw fails,
Target: One person
the creature immediately drops the item. A saving throw must be
Duration: 1 round
made each round the creature attempts to pick up or use the iced
Saving Throw: Will negates
Spell Resistance: Yes
88
Magic
item. If the temperature is above 32 degrees Fahrenheit, the ice The caster can form an existing piece of ice into any shape that
melts after 1 round per caster level. suits the caster’s purpose. For example, the caster can make an
ice weapon, a special trapdoor, or a crude idol. Ice shape also
Iceballs permits the caster to reshape an ice door to make an exit where
Conjuration (Creation) [Cold] one didn’t exist or to seal a door shut. While it’s possible to
Level: Drd 6, Ice 6 make crude coffers, doors, and so forth with ice shape, fine detail
Components: V, S, M isn’t possible. There is a 30% chance that any shape including
Casting Time: 1 standard action/iceball moving parts simply doesn’t work. If the temperature is over 32
Range: Touch degree Fahrenheit, the ice melts after 1 round per caster level.
Targets: Up to four touched snowballs touched Material Component: Ice.
Duration: 10 minutes/level or until used
Saving Throw: Reflex half (see text) Ice Walk
Spell Resistance: Yes
Transmutation [Cold]
Up to four iceballs can be turn into special grenade-like weapons Level: Drd 3
that can be hurled up to 100 feet. A ranged touch attack roll is Components: V, S
required to strike the intended target. Each iceball bursts upon Casting Time: 1 standard action
striking any hard surface. Together, the iceballs are capable of Range: Touch
dealing 1d8 points of cold damage per caster level (maximum Target: Creature (Gargantuan or smaller) touched
20d8), divided up among the iceballs as the caster wishes. A Duration: 10 minutes/level
20th-level druid could create one 20d8 missile, two 10d8 mis- Saving Throw: None
siles, one 11d8 and three 3d8 missiles, or any other combination Spell Resistance: Yes (harmless)
of d8s totaling up to four iceballs and 20d8 points of damage.
The transmuted creature can tread on ice as if walking on solid
The iceballs deal 1 point of splash damage per die within 10 feet.
ground. The creature does not have to make Balance checks for
If a creature within the burst area makes a successful Reflex sav-
walking on ice. The caster can cast ice walk on a specially
ing throw, it takes only half damage; a creature struck directly
trained mount so it can be ridden over ice. For training purposes,
always sustains full damage (no saving throw).
ice walking counts requires a Handle Animal check (DC 20) and
takes four weeks.
Ice Bolt
Conjuration (Creation) [Cold] Icicles
Level: Sor/Wiz 3
Transmutation [Cold]
Components: V, S, M
Level: Drd 4, Ice 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Medium (50 ft. + 5 ft./level)
Casting Time: 1 standard action
Targets or Effect: One icy bolt/four levels
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/Instantaneous
Area: One 20-ft. square/level
Saving Throw: See text
Duration: 1 hour/level (D)
Spell Resistance: Yes
Saving Throw: Reflex partial
The caster can create icy bolts and shoot them at enemies. When Spell Resistance: Yes
creating an icy bolt, the caster must succeed at a ranged touch
Snow-covered ground, icy floors, and similar surfaces shape
attack roll to hit. The bolt deals 4d6 points of cold damage
themselves into long, sharp points that blend into the back-
(Reflex save half). If the caster creates extra bolts (at 8th level or
ground. The icicles impede progress through an area and deal
higher), all bolts must be aimed at enemies that are all within 30
damage. Any creature moving on foot into or through the spell’s
feet of each other.
area takes 1d8 points of cold damage for each 5 feet of move-
ment through the area. In addition, ground speed through the
Ice Shape spell’s area is reduced by half. Any creature that sustains damage
Transmutation [Cold] from this spell must also succeed at a Reflex save or suffer
Level: Drd 3, Ice 3, Sor/Wiz 5 injuries to its feet and legs that slow its speed by one-third. This
Components: V, S, M movement penalty lasts for 24 hours or until the injured creature
Casting Time: 1 standard action receives a cure spell (which also restores lost hit points). Another
Range: Touch caster can remove the penalty by taking 10 minutes to dress the
Target: Ice or ice object touched, up to 10 cu. ft. +1 cu. ft./level injuries and succeeding at a Heal check against the spell’s save
Duration: Instantaneous DC. Icicles is a magic trap that can’t be disabled with the Dis-
Saving Throw: None able Device skill. If the temperature is over 32 degree Fahren-
Spell Resistance: No heit, the ice melts after 1 round per caster level.
89
Frost and Fur
Ignite Fire Saving Throw: Will negates
Spell Resistance: Yes
Evocation [Fire]
Level: Brd 1, Adt 1, Drd 1, Rgr 1 This spell is a form of magical hexing in which the caster spits in
Components: V, S, F front of the victim. The caster chooses one of the three following
Casting Time: 1 standard action effects, depending on the version selected:
Range: Close (25 ft. + 5 ft./2 levels) • -6 effective decrease to an ability score (minimum 1).
Area: 1 sq. ft. • -4 enhancement penalty on attack rolls, saving throws, abil-
Duration: 1 minute/level ity checks, and skill checks.
Saving Throw: none • Each turn, the target has a 50% chance to act normally; oth-
Spell Resistance: no erwise, he takes no action.
A small (1 sq. ft.) fire is ignited. The fire is perfectly ordinary The curse cannot be dispelled, but it can be removed with a reflect
except that while the spell lasts, the fire requires no fuel. Any flam- enchantment, limited wish, miracle, remove curse, or wish spell.
mable object that comes into contact with the fire will burn and Ilsiniq counters remove curse. If the victim succeeds in a Will
remain burning even after the spell ends, until put out normally. save, the caster must make a Will save—failure means the hex has
Focus: A piece of wood. rebounded and the caster suffers the effects of his own curse.
Igloo Iordanka
Evocation [Cold] Transmutation
Level: Brd 2, Sor/Wiz 2 Level: Kol 3, Sor/Wiz 3
Components: V, S, M Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: 20 ft. Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-radius sphere of snow centered on the caster’s Target: One firearm
location Duration: 1 hour/level
Duration: 2 hours/level (D) Saving Throw: Will negates (harmless, object)
Saving Throw: None Spell Resistance: Yes (harmless, object)
Spell Resistance: No This spell gives a firearm an enhancement bonus to attack and
The caster creates an igloo around herself using the available damage of +1 per three caster levels (maximum of +5).
snow. Up to nine other Medium-size creatures can fit into the
igloo with the caster. If the caster leaves the igloo, the igloo Krilaq
melts into a pool of water. The temperature inside the igloo is Divination
70° F if the exterior temperature is between 0° and 100° F. An Level: Akq 4, Brd 4, Rgr 4, Clr 4
exterior temperature below 0° or above 100° lowers or raises, Components: V, S, M
respectively, the interior temperature on a 1-degree-for-1 basis Casting Time: 10 minutes
(thus, if it’s -20° outside, inside it’ll be 50°). The igloo also pro- Range: Touch
vides protection against the elements, such as hail, sleet, and Target: One living creature
snow. The igloo withstands any wind of less than hurricane Duration: 1 round/level
force, but a hurricane (75+ mph wind speed) or greater force
Krilaq is a head-lifting form of divination using the spouse of the
destroys it. The interior of the igloo is a hemisphere. The caster
practitioner, the caster’s own leg, or a stone. An ibrukaon
can illuminate it dimly upon command or extinguish the light as
(leather thong) is tied around the object. The caster then contacts
desired.
local spirits and asks questions that can be answered by a simple
Material Component: There must be enough snow to normally yes or no as he lifts the ibrukaon. The caster is allowed one such
build an igloo and the spell must be cast on the snow. question per caster level. If the answer is affirmative, the pull on
the ibrukaon is heavy. If the answer is negative, the object in the
Ilisiniq ibrukaon feels lighter. If the caster doesn’t focus on the conver-
Transmutation sation, discusses the answers at length with other parties, or
Level: Akq 3, Brd 3, Rgr 3, Clr 3 leaves to undertake another task, the spell ends.
Components: S Material Component: An ibrukaon (thong).
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
90
Magic
Ksewawq
Conjuration (Healing)
Level: Akq 6, Brd 6, Clr 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
At the beginning of this spell, the caster must name the recipient
or identify him by some title that leaves no doubt as to his iden-
tity. The caster then enters a trance, dreaming the solution to the
ailing person’s condition. The caster is unaware of his surround-
ings or the activities around him while in the trance. He is
defenseless both physically and mentally while in the trance.
In the dreaming state, he visualizes one of a variety of objects,
called atiasxw. These objects include: otter (watserh), mink
(nes’in), sweat house (angohawtu), moon (hlorhs), bear snare
(hoqwest), or canoe (mal). He then must acquire an object that
represents his dream-object. When that objects is placed on the
body of the patient, the target is healed.
When the object is placed on the target, he is completely cured
of all diseases, blindness, deafness, hit point damage, and tempo- Mara Ride
rary ability damage. Ksewawq neutralizes poisons in the sub-
Illusion (Phantasm) [Mind-Affecting, Evil]
ject’s system so that no additional damage or effects are suffered.
Level: Vol 5, Sor/Wiz 5
It offsets a feeblemind spell. Ksewawq also cures those mental
Components: V, S
disorders caused by spells or injury to the brain. Only a single
Casting Time: 10 minutes
application of the spell is needed to simultaneously achieve all
Range: Unlimited
these effects. It does not remove negative levels, restore perma-
Target: One living creature
nently drained levels, or restore permanently drained ability
Duration: Instantaneous
scores.
Saving Throw: Will negates
Spell Resistance: Yes
Magic Snowball
Transmutation [Cold] The caster sends a hideous and unsettling phantasmal vision to a
Level: Drd 1, Ice 1 specific creature that he names or otherwise specifically desig-
Components: V, S, M nates. The spirit form of the caster, known as the mara, “rides”
Casting Time: 1 standard action the target. It enters through any opening in a dwelling and can be
Range: Touch heard as it approaches with a successful Listen check (DC 20).
Targets: Up to three snowballs touched The mara sounds as if something soft is rustling across the
Duration: 30 minutes or until discharged ground. If seen, the mara appears as a hag, shadow, horse, or cat.
Saving Throw: Will negates (harmless, object) The mara prevents restful sleep and the victim feels as great
Spell Resistance: Yes (harmless, object) weight pressed upon them. The attack causes 1d10 points of
damage. The mara leaves the subject tired out and unable to
The caster transmutes up to three snowballs, which can be no regain arcane spells for the next 24 hours.
larger than a human’s fist, so that they strike with great force
when thrown or slung. If hurled, they have a range increment of Dispel evil cast on the subject while the voelva is casting the
20 feet. If slung, treat them as sling bullets (range increment 50 spell dispels the mara and stuns the caster for 10 minutes per
feet). The spell gives them a +1 enhancement bonus to attack caster level of the dispel evil. While the caster is stunned, he
and damage rolls. The caster must make a normal ranged attack can’t act, he loses any Dexterity bonus to AC, and attackers get a
to use a magic snowball. Each magic snowball that hits deals +2 bonus against him.
1d4 points of damage +2 cold damage (including the enhance- If the recipient is awake when the spell begins, the caster can
ment bonus). choose to cease casting (ending the spell) or enter a trance until
Material Component: Snowballs. the recipient goes to sleep, whereupon the caster becomes alert
91
Frost and Fur
again and completes the casting. If the caster is disturbed during exits the ice, the caster is violently expelled and takes 5d6 points
the trance, the spell ends. If the caster chooses to enter a trance, of damage.
he is not aware of his surroundings or the activities around him
The following spells harm the caster if cast upon the ice that the
while in the trance. He is defenseless, both physically and men-
caster is occupying: Ice shape deals the caster 3d6 points of
tally, while in the trance.
damage but does not expel the caster. Faerie ice expels the caster
Creatures who don’t sleep or dream (such as elves, but not half- and then slays the caster instantly unless he succeeds at a Forti-
elves) are immune to this spell. tude save (DC 18), in which case the caster is merely expelled.
Finally, passwall expels the caster without damage.
Maturity Rite
Transmutation Mild Frostbite
Level: Adt 5, Drd 5 Necromancy [Cold]
Components: V, S, XP Level: Drd 1
Casting Time: 1 hour Components: V, S, DF
Range: Touch Casting Time: 1 standard action
Target: Living creature touched Range: Touch
Duration: Instantaneous Target: Living creature touched
Duration: Instantaneous (see text)
By scraping clay off a wall and throwing it at the target, this spell
Saving Throw: Fortitude negates (see text)
allows a young humanoid to advance in level. Level advance-
Spell Resistance: Yes
ment is an actual rite amongst Ice Age peoples and no one can
advance without it. This makes the caster very important in the The caster inflicts the subject with mild frostbite by making a
social structure and power advancement of his tribe. Note that all successful melee touch attack. See the Environment chapter for
other requirements of level advancement also apply. more information about frostbite. If the temperature is suffi-
ciently warm, the victim immediately begins to recover.
Material Component: Clay scraped off a cave wall.
92
Magic
Moderate Hypothermia foot square (up to 10 feet deep), casting takes 10 minutes. The
maximum area, 750 feet by 750 feet, takes 4 hours and 10 min-
Necromancy [Cold]
utes to move.
Level: Drd 3
Components: V, S, DF This spell does not violently hurl the snow. Instead, it creates
Casting Time: 1 standard action wavelike crests and troughs, with the snow reacting with glacier-
Range: Touch like fluidity until the desired result is achieved. The spell cannot
Target: Living creature touched be used for tunneling and is generally too slow to trap or bury
Duration: Instantaneous (see text) creatures. Its primary use is for digging or for adjusting terrain
Saving Throw: Fortitude negates (see text) contours before a battle.
Spell Resistance: Yes
The caster inflicts the subject with moderate hypothermia by
Nerazmennyi Rubl
making a successful melee touch attack. See the Environment Conjuration (Creation)
chapter for more information about hypothermia. If the tempera- Level: Kol 1, Sor/Wiz 1
ture is sufficiently warm, the victim immediately begins to Components: V, S, M
recover. Casting Time: 1 minute
Range: 0 ft.
Move Snow Effect: Unattended,
Duration: Permanent
Transmutation [Cold]
Saving Throw: None
Level: Sor/Wiz 6
Spell Resistance: No
Components: V, S, M
Casting Time: See text You conjure a nerzmennyi rubl, a coin that will always return to
Range: Long (400 ft. + 40 ft./level) its owner no matter how often he spends it. The rubl reappears in
Area: Snow in an area up to 750 ft. square and up to 10 ft. deep (S) the caster’s purse or pocket 24 hours after he spends it and disap-
Duration: Instantaneous pears from wherever it was last given. No item or person returns
Saving Throw: None with the coin. It is blocked if the coin is on a different plane of
Spell Resistance: No existence, however. A caster can only have one nerzmennyi rubl
at a time.
Move snow moves snow, ice, or permafrost, possibly collapsing
embankments, moving hillocks, shifting snow banks, etc. How- Material Component: A black cat.
ever, in no event can ice formations be collapsed or moved. The
area to be affected determines the casting time. For every 150- Pass Unfettered
Transmutation
Level: Adt 2, Drd 2
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
When casting this spell, you must choose a single solid material
(metal, wood, stone, ice, etc.) of which you have a sample. For
the duration of the spell, you and any material (but not beings)
you are wearing or carrying may pass through that material as if
it were ethereal. However, this effect only extends to objects you
pass through. For example, if you cast this spell on wood, a
wooden melee weapon strikes you normally, but you may walk
freely through a wooden door. Also, any foreign material that
may exist within the chosen material is not affected by this spell
(example, a metal chest hidden in a stone wall).
Material Component: 1-pound sample of the chosen material.
93
Frost and Fur
Paxala Prigovory
Abjuration Enchantment (Charm) [Mind-Affecting]
Level: Akq 0, Brd 0, Clr 0 Level: Kol 6, Sor/Wiz 6
Components: V, S Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Personal Range: Long (400 ft. + 40 ft./level)
Target: You Target: One person
Duration: 1 minute Duration: Permanent
Saving Throw: Will negates (harmless) Saving Throw: Will negates
Spell Resistance: Yes (harmless) Spell Resistance: Yes
The caster ritually purifies himself, granting a +1 resistance This charm makes a humanoid of Medium-size or smaller fall in
bonus on saves. love with a person the caster designates. If the creature is cur-
rently being threatened or attacked by the caster or the caster’s
Petrification Geas allies, however, he receives a +5 bonus on his saving throw.
Enchantment (Compulsion) [Language-Dependent, Mind- The spell does not enable the target to control the charmed per-
Affecting] son as if he were an automaton, but he perceives the caster’s
Level: Kol 5, Sor/Wiz 5 words and actions in the most favorable way. The caster can try
Components: V, S to give the subject orders, but the caster must win an opposed
Casting Time: 1 standard action Charisma check to convince him to do anything he wouldn’t
Range: Close (25 ft. + 5 ft./2 levels) ordinarily do. (Retries not allowed.) A charmed person never
Target: One living creature of up to 7 HD obeys suicidal or obviously harmful orders. This spell can be
Duration: 1 day/level or until discharged (D) removed by dispel enchantment, remove curse, limited wish,
Saving Throw: Will Negates wish, or miracle.
Spell Resistance: Yes
Material Components: Salt and soap.
A petrification geas places a magical command on a creature to
carry out some service or to refrain from some action or course Protection from Witchcraft
of activity, as desired by the caster. The creature must have 7 or
Abjuration
fewer HD and be able to understand the caster. While a geas
Level: Vol 4, Clr 4
cannot compel a creature to kill itself or perform acts that would
Components: V, S
result in certain death, it can cause almost any other course of
Casting Time: 1 standard action
activity. The geased creature must follow the given instructions
Range: Touch
until the geas is completed, no matter how long it takes. If the
Target: Creature touched
instructions involve some open-ended task that the recipient can-
Duration: 1 minute/level
not complete through his own actions, the spell remains in effect
Saving Throw: Will negates (harmless)
for a maximum of 1 day per caster level.
Spell Resistance: Yes (harmless)
If the subject is prevented from obeying the petrification geas
The creature gains SR equal to 12 + caster level against enchant-
for a whole day, the subject and all possessions it carries turn
ments, transmutations, curses, and petrification spells.
into a mindless, inert statue. If the statue resulting from this spell
is broken or damaged, the being (if ever returned to its original
state) has similar damage or deformities. The creature is not dead
Razvodit
(its soul doesn’t pass on), but it does not seem to be alive either Divination
(when viewed with spells such as deathwatch). Only creatures Level: Vol 4, Plant 4, Clr 4
made of flesh are affected by this spell. Components: V, S, M
Casting Time: 10 minutes
A petrification geas can be ended by break enchantment, limited Range: Personal
wish, remove curse, miracle, or wish. Dispel magic does not Target: The caster
affect a petrification geas. Duration: Instantaneous
Similar to augury but more powerful, a razvodit spell can pro-
vide the caster with a useful piece of advice in reply to a ques-
tion concerning a specific goal, event, or activity that is to occur
within 1 week.
Forty-one coffee beans are distributed in a cast out of fours, into
three rows of three. The middle heap in the first row is consid-
94
Magic
ered the head, for divination about a target’s personality; the Remove hypothermia cures all hypothermia and frostbite effects
third group in the first row is considered the hand, for divination that the subject is suffering from. The victims’ body temperature
about a target’s possessions; the middle heap in the second row is immediately restored to normal, although environmental
is considered the heart, for divination about love; the third heap effects will once again begin taking effect over time.
in the third row is considered the foot, for divination about
travel. Predictions involving the head, hand, heart, or foot are Repel Ice or Snow
determined as positive or negative by the number of uneven or Abjuration [Cold]
even beans, respectively. Level: Drd 8, Ice 8
The base chance for a correct divination is 70% + 1% per caster Components: V, S
level up to a maximum of 90%. The DM adjusts the chance if Casting Time: 1 standard action
unusual circumstances require it. If the dice roll fails, the caster Range: Medium (100 ft. + 10 ft./level)
knows the spell failed, unless specific magic yielding false infor- Area: Path 120 ft. wide and 10 ft. high, emanating from the
mation is at work. caster
Duration: 1 round/level
Material Component: Coffee beans. Saving Throw: None
Spell Resistance: No
Reflect Enchantment
This spell creates waves of invisible and intangible energy that
Abjuration
roll forth from the caster. All ice or snow objects in the path of
Level: Akq 5, Brd 5
the spell are pushed away from the caster to the limit of the
Components: V, S
range. Fixed ice or snow objects larger than 3 inches in diameter
Casting Time: 1 minute
and loose objects weighing more than 500 pounds are not
Range: Close (25 ft. + 5 ft./2 levels)
affected. Anything else, including animated objects, small boul-
Target or Targets: Up to one creature per level, all within 30 ft.
ders, and ice elementals moves back. Fixed objects 3 inches in
of each other
diameter or smaller bend or break, and the pieces move with the
Duration: Instantaneous
wave of energy. Objects affected by the spell are repelled at the
Saving Throw: See text
rate of 40 feet per round. Objects made of ice are pushed back,
Spell Resistance: No
dragging their bearers with them. Even magic items with ice
With a single tearing gesture, the caster symbolically and magi- components are repelled, although an antimagic field blocks the
cally breaks enchantments, transmutations, curses, and petrifica- effects. The waves of energy continue to sweep down the set
tion (as well as other magical transformations). Reflect path for the spell’s duration. After casting the spell, the path is
enchantment can reverse even an instantaneous effect, such as set, and the caster can then do other things or go elsewhere with-
flesh to stone. For each such effect, the caster makes a check of out affecting the spell’s power.
1d20 + caster level (maximum +15) against a DC of 11 + caster
level of the effect. Success means that the creature is free of the Sbatatdaq
spell, curse, or effect. For cursed magic items, the DC is 25. It Necromancy
does not work on permanent magic items or special properties. Level: Akq 9, Clr 9
Additionally, so long as the original caster is within 100 ft. + 10 Components: V, S, M
ft./level of the caster, it must make a Fort save or be struck blind. Casting Time: 30 minutes
The blinded creature suffers a 50% miss chance in combat, loses Range: Touch
any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack Targets: The caster plus two additional creatures touched per
rolls, moves at half speed, and suffers a -4 penalty on most two levels
Strength- and Dexterity-based skills. Duration: See text
Saving Throw: None
Remove Hypothermia Spell Resistance: Yes
Conjuration (Healing) [Cold]
This spell usually involves numerous participants, an even num-
Level: Clr 3, Drd 3, Rgr 3
ber of 6, 8, 10, or 12—8 is the most common. The ceremony is
Components: V, S
conducted during the winter months at night. Through this spell,
Casting Time: 1 standard action
the caster travels to the land known as summery, the opposite of
Range: Touch
the living world. The ceremony is conducted in a house that is
Target: Creature touched
laid out in an east-west direction because the land of the dead is
Duration: Instantaneous
due west. If necessary, the caster rents such a house. The partici-
Saving Throw: Fortitude negates (harmless)
pants all face the same direction in two parallel rows. Each has a
Spell Resistance: Yes (harmless)
paddle-shaped cedar board that is stuck in a hole in the ground
so that the board stands erect. This board, called the swan’c, is
95
Frost and Fur
proof the individual has captured his own sbatatdaq spirit. Each Target: Living creature touched
participant also holds a 6 to 8-foot pole that represents this spirit. Duration: Instantaneous (see text)
As the participants dance, they point their poles at their respec- Saving Throw: Fortitude negates (see text)
tive boards. Spell Resistance: Yes
All of the participants enter the Astral Plane together, projecting The caster inflicts the subject with severe frostbite by making a
their astral selves into the Astral Plane, while leaving their physi- successful melee touch attack. See the Environment chapter for
cal bodies behind on the Material Plane in a state of suspended more information about frostbite. If the temperature is suffi-
animation. The spell projects an astral copy of the participants ciently warm, the victim immediately begins to recover.
and all they wear or carry onto the Astral Plane. Additionally, the
symbolic canoe is real and can transport them across the plane as Severe Hypothermia
if it were a ship native to the Astral Plane. The poles act as +1 Necromancy [Cold]
clubs for the duration of the journey only and are normal clubs Level: Drd 4
on the Prime Material Plane. Components: V, S
Since the Astral Plane touches upon other planes, the group can Casting Time: 1 standard action
travel astrally to any of these other planes as the caster wishes. Range: Touch
The participants then leaves the Astral Plane, forming a new Target: Living creature touched
physical body (and equipment) on the plane of existence the Duration: Instantaneous (see text)
caster has guided them to. See the astral projection spell for Saving Throw: Fortitude negates (see text)
more details. Spell Resistance: Yes
Material Components: The components must be worth at least The caster inflicts the subject with severe hypothermia by mak-
1,000 gp, plus a 5 gp worth of woodwork for each pole to be ing a successful melee touch attack. See the Environment chap-
affected. ter for more information about hypothermia. If the temperature
is sufficiently warm, the victim immediately begins to recover.
Seithnhverfing
Illusion (Glamer)
Shade Disposal, Greater
Level: Vol 7, Sor/Wiz 7 Abjuration
Components: V, S Level: Akq 5, Brd 5, Clr 5
Casting Time: 10 minutes Components: S
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Area: 30-ft. cube/level (S) Range: Touch
Duration: 1 day Target or Targets: The caster and an enchantment or evil spell
Saving Throw: None or Will disbelief (if interacted with) (see on a touched creature or object
text) Duration: Instantaneous
Spell Resistance: No Saving Throw: Will negates
Spell Resistance: Yes
The seithnhverfing, the magical delusion or “deceiving of the
sight,” allows the caster to affect the minds of others so that they The caster breathes on a spiritually tainted item. If an evil crea-
cannot see things as they truly are. When the spell is cast, the ture inhabits it, the caster can choose to drive that creature back
caster dictates what will and will not be observed in the spell’s to its home plane. The creature negates the effects with a Will
area. The illusion created must be stated in general terms. Once save (SR applies). Alternately, with a touch, the caster can auto-
the conditions are set, they cannot be changed. Attempts to scry matically dispel any one enchantment cast by an evil creature or
the area automatically detect the image stated by the caster with any one evil spell. Exception: Spells that can’t be dispelled by
no save allowed. Direct observation may allow a save (as per a dispel magic also can’t be dispelled by greater shade disposal.
normal illusion), if there is cause to disbelieve what is seen. Saving throws and SR do not apply to this effect.
Even entering the area does not cancel the illusion or necessarily
allow a save, assuming that hidden beings take care to stay out of Shade Disposal, Lesser
the way of those affected by the illusion. Abjuration
Level: Akq 4, Brd 4, Rgr 4, Clr 4
Severe Frostbite Components: S
Necromancy [Cold] Casting Time: 1 standard action
Level: Drd 3 Range: Touch
Components: V, S Target: One extraplanar creature
Casting Time: 1 standard action Duration: Instantaneous
Range: Touch Saving Throw: Will negates
Spell Resistance: Yes
96
Magic
The caster stabs a spiritually tainted item with a knife. If an evil A globe of snow rolls in whichever direction the caster points
creature inhabits it, the caster can choose to drive that creature and freezes those it strikes. It moves 30 feet per round and can
back to its home plane. Add the creature’s HD to its saving leap up to 30 feet to strike a target. If it enters a space with a
throw and subtract the caster’s level as well. If the spell is suc- creature, it stops moving for the round and deals 2d6 points of
cessful, the creature is instantly expelled from the item and cold damage to that creature. (The subject can negate this dam-
forced to return to its home plane. age with a successful Reflex save.) The snowball rolls over bar-
riers less than 4 feet tall, such as furniture and low walls. The
Shaking Tent Ceremony snowball extinguishes any fire source it comes into contact with.
Divination The snowball moves as long as the caster actively directs it (a
Level: Akq 7, Drd 7 move-equivalent action for the caster); otherwise, it merely stays
Components: V at rest. The snowball cannot push aside unwilling creatures or
Casting Time: 10 minutes batter down large obstacles. The snowball winks out if it exceeds
Range: Personal the spell’s range.
Target: The caster Material Component: The snowball can only be cast in an area
Duration: Concentration where there is enough snow to create it.
The caster uses this ceremony to look into the hidden world of
animal spirits, and to make contact with people in distant lands. Snow Blindness
On occasion, he brings the souls of people living in other groups Transmutation [Cold]
into this tent, or wages terrible battles there with other spellcast- Level: Drd 1, Sor/Wiz 1
ers. The shaking tent can perform a variety of functions, as the Components: V
caster sees fit, once per casting. At his discretion, the shaking Casting Time: 1 standard action
tent can act as an ethereal jaunt, sending, or contact other plane Range: Medium (100 ft. + 10 ft./level)
spell. Target: One living creature
Duration: Permanent (D)
When used as contact other plane, the spirits do not respond in a
Saving Throw: Fortitude negates
language the caster understands. He requires a mishtapeu (help-
Spell Resistance: Yes
ing spirit or totem) to translate for him or some other magic. As
soon as the caster sticks his head in the tent, it starts to shake vio- The reflecting snow and ice flashes brightly and all reflected
lently, indicating that a spirit has joined, usually a mishtapeu sunlight burns into the subject’s eyes. In addition to the obvious
who helps the caster communicate with the other spirits. The effects, a blinded creature suffers a 50% miss chance in combat
more important the animal master or more powerful the spirit, (all opponents have full concealment), loses any Dexterity bonus
the more power casters needs in order to be able to communi- to AC, grants a +2 bonus to attackers’ attack rolls (they are effec-
cate. Especially powerful casters are able to speak immediately tively invisible), moves at half speed, and suffers a -4 penalty on
with the caribou master (considered a greater deity), without most Strength- and Dexterity-based skills. The caster must be
having to work their way through masters of lesser importance. outdoors and there must be snow or ice and sunlight to cause the
See the Eskimo section for more details about contacting various snow blindness.
spirits.
Material Components: The tent is small and conically shaped,
Snowmen
with caribou hide covering, and four, six, or eight poles depend- Conjuration (Creation) [Cold]
ing on the spiritual power of the caster. It is set up inside another Level: Drd 9, Ice 9
tent on a floor of freshly picked fir boughs. The tent costs the Components: V, S, M
equivalent of 1,000 gp. Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Snowball Effect: Three or more snowmen, no two of which can be more
than 30 ft. apart (see text)
Evocation [Cold]
Duration: Seven days or seven months (D) (see text)
Level: Drd 2, Sor/Wiz 2
Saving Throw: None
Components: V, S, M
Spell Resistance: No
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Snowmen creates 1d4+2 snowmen of 11 HD. (See the Monster
Effect: 3-ft.-radius sphere chapter’s Golem: Snowman entry for details about snowmen.)
Duration: 1 round/level The creatures willingly aid the caster in combat or battle, per-
Saving Throw: Reflex negates (see text) form a specific mission, or serve as bodyguards. The snowmen
Spell Resistance: Yes remain with the caster for seven days unless the caster dismisses
them. If the snowmen are created only for guard duty, however,
the duration of the spell is three months. In this case, the snow-
97
Frost and Fur
men can only be ordered to guard a specific site or location. Snow Walk
Snowmen summoned to guard duty cannot move outside the
Transmutation [Cold]
spell’s range, which is measured from the point where each first
Level: Drd 2
appeared.
Components: V, S
Material Component: Snowmen can only be cast in an area Casting Time: 1 standard action
where there is enough snow to create them. Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The transmuted creature can tread on snow as if walking on solid
ground. The creature does not suffer movement penalties for
moderate or heavy snow. The caster can cast snow walk on a spe-
cially trained mount so it can be ridden through the snow. For
training purposes, snow walking counts requires a Handle Ani-
mal check (DC 15) and takes three weeks.
Steklo
Transmutation [Teleportation]
Level: Kol 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half, see text
Spell Resistance: Yes
This spell sends ground glass into a victim’s body. The caster
waits until there is a wind blowing in the direction of his victim.
He then throws a handful of ground glass into the wind (in the
direction of the victim) and chants the incantation. Steklo tele-
ports the glass directly into the victim’s flesh. The spell deals 10
points of damage per caster level (to a maximum of 150 points at
15th level). If the creature successfully saves, steklo deals half
this amount, but it cannot reduce the target's hit points to less
Snowstorm than 1. Undead, oozes, and constructs are immune to this spell.
Evocation [Cold] Material Components: Ground glass.
Level: Drd 4
Components: V, S Suck Poison, Greater
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level) Conjuration (Healing)
Area: Two 10-ft. cubes/level (S) Level: Akq 4, Brd 4, Rgr 4, Clr 4
Duration: 1 round per level Components: S, M
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: No Range: Touch
Target: Creature touched
When a snowstorm spell is cast, the whole area is shot through Duration: Instantaneous
with roaring snow. See the Environment chapter for more infor- Saving Throw: Will negates (harmless)
mation about snowstorms. Spell Resistance: Yes (harmless)
The caster sucks venom out of the creature without actually
puncturing the skin. The caster detoxifies any sort of venom in
the creature. A poisoned creature suffers no additional damage or
effects from the poison, and any temporary effects are ended, but
the spell does not reverse instantaneous effects, such as hit point
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Magic
damage, temporary ability damage, or effects that don’t go away This spells creates up to four lights that are miniature suns. They
on their own. can move up to 100 feet a round. The sundogs shed light as
bright as full daylight in a 60-foot radius. Creatures who suffer
Material Component: A sucking tube made from an eagle’s bone.
penalties in bright light suffer them while exposed to this magi-
cal light. Sundogs brought into an area of magical darkness (or
Suck Poison, Lesser vice versa) are temporarily negated, so that the otherwise pre-
Conjuration (Healing) vailing light conditions exist in the overlapping areas of effect.
Level: Akq 2, Brd 2, Rgr 2, Clr 2 Sundogs counter or dispel any darkness spell of equal or lower
Components: S, M level, such as darkness.
Casting Time: 1 standard action
Range: Touch Swan Swarm
Target: Creature touched
Conjuration (Summoning)
Duration: 1 hour/level
Level: Vol 3, Air 3, Animal 3, Drd 3
Saving Throw: Fort negates (harmless)
Components: V, S
Spell Resistance: Yes (harmless)
Casting Time: 1 full round
The caster sucks venom out of the creature without actually Range: Close (25 ft. + 5 ft./2 levels)
puncturing the skin. Any poison in the subject’s system, or any Effect: Swarm of swans in a 5-ft. spread
poison the subject is exposed to during the spell’s duration, has Duration: Concentration + 2 rounds
its effects halved, including ability damage and duration. This Saving Throw: None
spell does not cure any damage that poison may have already Spell Resistance: No
inflicted on the patient. Additionally, the caster must make a Fort
A swarm of swans flocks to the effect’s area, viciously attacking
save against the poison. Failure means he has sucked in some of
all other creatures there. A creature in the swarm that takes no
the poison, suffering the poison’s effects at half strength.
actions other than fighting off the creatures takes 1 point of dam-
Material Component: A sucking tube made from an eagle’s bone. age on its turn. A creature in the swarm that takes any other
action, including leaving the swarm, takes 1d4 points of damage
Sulia +1 point per three caster levels. Spellcasting or concentrating on
Divination spells within the swarm is impossible.
Level: Akq 7, Clr 7 The swarm has all the characteristics of a swan (see the Mon-
Components: V, S, XP sters chapter) with the swarm subtype.
Casting Time: 1 standard action
The caster can (as a move-equivalent action) direct the swans to
As legend lore, except sulia works more quickly but produces move up to 90 feet per round. Alternatively, the caster can cause
some strain on the caster. The caster poses a question about some the swans to pick up a Medium-size target and transport him or
person, place, or object, and then casts the spell. He then enters a her at 90 feet per round. Swan swarm makes for an unpleasant
trance and remains unaware of his surroundings or the activities but effective method of transportation.
of those around him while experiencing the sulia. He is defense-
less, both mentally and physically while in the trance. If the per- Syowae
son or object is at hand or if the caster is in the place in question,
Divination
the caster receives a vision about it. If only detailed information
Level: Agk 4, Brd 4, Rgr 4, Clr 4
on the person, place, or object is known, the information gained
Components: V, S
is incomplete. If only rumors are known, the information gained
Casting Time: 10 minutes
is vague.
Range: Personal
XP Cost: 100 XP. Target: The caster
Duration: Instantaneous
Sundog Similar to augury but more powerful, syoawe provides the caster
Evocation [Cold] with a useful piece of advice in reply to a question concerning a
Level: Drd 3, Sor/Wiz 2 specific goal, event, or activity that is to occur within 1 week.
Components: V, S The advice can be as simple as a short phrase, or it might take
Casting Time: 1 standard action the form of a cryptic rhyme or omen. The base chance for a cor-
Range: Up to four illusionary lights, all within a 10-ft.-radius rect divination is 70% + 1% per caster level. As with augury,
area multiple divinations about the same topic by the same caster use
Duration: 1 minute the same dice result as the first divination and yield the same
Saving Throw: None answer each time.
Spell Resistance: No
99
Frost and Fur
Thunder Arrow The spell grants an enhancement bonus to a particular statistic
depending on the totem that sponsors the caster. The caster must
Evocation [Electricity]
already have these totems selected with the Totem feat. The caster
Level: Vol 4, Air 4, Drd 4
gets a bonus of 4 points to the appropriate ability score. See the
Components: V, S
chapter on Eskimo and the Totem feat for more on totems.
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) Transmute Metal to Ice
Target: One creature Transmutation [Cold]
Duration: Instantaneous Level: Drd 8
Saving Throw: Reflex half Components: V, S
Spell Resistance: Yes Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
This spell calls upon Perun (or similar deity) to unleash a thun-
Area: All metal objects within a 40-ft.-radius burst
derbolt upon the caster s foes. The bolt of lightning flashes down
Duration: Instantaneous
in a vertical stroke at whatever target point the caster choose,
Saving Throw: None
within range (measured from the caster’s position at the time).
Spell Resistance: Yes (object; see text)
The bolt takes the shortest possible unobstructed path between a
nearby cloud and the target. Any creature within a 10-foot radius This spell enables the caster to change all metal objects within its
of the path or the point where the lightning strikes is affected. A area to ice. Weapons, armor, and other metal objects carried by
bolt causes 1d10 points of electrical damage per caster level creatures are affected as well. Magic objects made of metal
(maximum 10d10). This spell can be used only outdoors. It does effectively have SR 20 + caster level against this spell. Artifacts
not function indoors, underground, or underwater. cannot be transmuted. Weapons converted from metal to ice suf-
fer a -4 penalty to attack and damage rolls. Armor converted
Tlogwe from metal to ice loses 4 points of AC bonus. Weapons changed
Transmutation by this spell splinter and break on any natural attack roll of 4 or
Level: Akq 3, Brd 3, Rgr 3, Drd 3 lower, and armor changed by this spell loses an additional point
Components: V, S of AC bonus every time it is struck by a natural attack roll of 17
Casting Time: 1 standard action or higher. Only a limited wish, miracle, or wish or similar magic
Range: Personal can restore a transmuted object to its metallic state.
Target: You
Duration: 1 minute/level Trap Spirit
Saving Throw: Will negates (harmless) Conjuration (Calling) [see text]
Spell Resistance: Yes (harmless) Level: Akq 6, Brd 6, Clr 6
Components: V, S
Bear, Brown Strength Casting Time: 10 minutes
Bear, Polar Strength Range: Close (25 ft. + 5 ft./2 levels) (see text)
Deer, Caribou Wisdom Target: One elemental or outsider of up to 8 HD
Deer, Moose Constitution Duration: Instantaneous
Dog, Hunting Dexterity Saving Throw: Will negates
Dog, Sled Strength Spell Resistance: Yes
Fox, Arctic Dexterity This spell acts as a lesser planar binding except that it does not
Hawk Dexterity require a magic circle and the caster can harm the spirit if he so
Muskox Constitution chooses. The caster can trap a spirit in a variety of ways: he can
Owl Wisdom place it in a bundle of cedar-bark, then shoot an arrow into it, this
harms the spirit within. He can also place it in a rock that has
Pinniped, Seal Constitution
been heated, and then break the rock by pouring water on it. The
Pinniped, Walrus Strength caster can also simply twist it in his hands. He can destroy it by
Pinniped, Sea Lion Constitution throwing the spirit in opposite directions. Any of these attacks
Raven Wisdom causes the victim to make a Fort saving throw to survive the
Squirrel Dexterity attack. If the save is successful, it instead sustains 3d6 points of
Weasel Dexterity damage +1 point per caster level. Inflicting damage on the spirit
Whale, Arctic Constitution immediately frees it from its prison to wreak havoc or flee as
Whale, Killer Strength appropriate.
Wolf, Arctic Dexterity
Wolverine Constitution
100
Magic
Vikhor Like any other permafrost wall, this one can be destroyed by dis-
integrate or by normal means such as breaking and chipping.
Transformation [Air]
Each 5-foot square has 9 hit points per inch of thickness. Crea-
Level: Air 9, Vol 9, Sor/Wiz 9
tures can hit the wall automatically, but the wall is so hard that
Components: V, S
the first 8 points of damage from each blow are ignored. A sec-
Casting Time: 1 standard action
tion of wall whose hit points drop to 0 is breached. If a creature
Target: Caster
tries to break through the wall with a single attack, the DC for
Duration: 1 round/level
the Strength check is 18 + 2 per inch of thickness. Even when
Saving Throw: Reflex negates and No (harmless)
the permafrost has been broken through, a sheet of frigid air
Spell Resistance: Yes and No (harmless)
remains. Any creature stepping through it (including the one
This spell transforms the caster into a powerful cyclone of raging who broke through the wall) takes 1d6 points of cold damage +1
wind known as a vikhor that moves through the air, along the point per caster level.
ground, or over water at a speed of 60 feet per round. While in
It is possible, but difficult, to trap mobile opponents within or
this form, the caster gains damage reduction 20/+1. However, if
under a wall of permafrost, provided the wall is shaped so it can
an attacker scores a critical hit with a small slashing weapon
hold the creatures. Creatures avoid entrapment with successful
(i.e., a knife) the attack ignores damage reduction and the spell
Reflex saves.
immediately ends. No spellcasting is possible in vikor form.
Any Large or smaller creature that comes in contact with the War Fetter
caster must succeed at a Reflex save or take 3d6 points of dam- Necromancy [Fear, Mind-Affecting]
age. Medium-size or smaller creatures who fail their first save Level: God 5, Clr 5
must succeed at a second one or be picked up bodily by the Components: V, S, M
whirlwind and held suspended in its powerful winds, taking 1d8 Casting Time: 1 standard action
points of damage each round with no save allowed. The caster Range: Close (25 ft. + 5 ft./2 levels)
can eject any carried creatures whenever he wishes. Area: Cone
Duration: 1 round/level
Wall of Permafrost Saving Throw: Will negates
Conjuration (Creation) [Cold] Spell Resistance: Yes
Level: Drd 5, Sor/Wiz 4
An invisible cone of terror causes living creatures to become
Components: V, S
panicked and actually reduces their battle prowess. They suffer a
Casting Time: 1 standard action
-2 morale penalty on saving throws and a -4 penalty to attack
Range: Medium (100 ft. + 10 ft./level)
and damage rolls, and they flee from the caster. A panicked crea-
Effect: Permafrost wall whose area is up to one 5-ft.
ture has a 50% chance to drop what it’s holding, chooses its path
square/level (S)
randomly (as long as it is getting away from immediate danger),
Duration: Instantaneous
and flees any other dangers that confront it. If cornered, a pan-
Saving Throw: See text
icked creature cowers.
Spell Resistance: No
This spell creates a wall of permafrost that merges into adjoining Whiteout
snow, ice, and rock surfaces. It is typically employed to close Evocation [Cold]
passages, portals, and breaches against opponents. The wall of Level: Drd 2, Sor/Wiz 2
permafrost is 1 inch thick per four caster levels and composed of Components: V, M/DF
up to one 5-foot square per level. The caster can double the Casting Time: 1 standard action
wall’s area by halving its thickness. The wall cannot be conjured Range: Touch
so that it occupies the same space as a creature or another object. Target: Object touched
The caster can create a wall of permafrost in almost any shape Duration: 10 minutes/level (D)
the caster desires. The wall created need not be vertical, nor rest Saving Throw: None
upon any firm foundation; however, it must merge with and be Spell Resistance: No
solidly supported by existing permafrost. It can be used to bridge This spell causes an object to radiate whiteness out to a 20-foot
a chasm, for instance, or as a ramp. For this use, if the span is radius. Not even creatures that can normally see in the dark
more than 20 feet, the wall must be arched and buttressed. This (such as with darkvision) can see in an area shrouded in magical
requirement reduces the spell’s area by half. Thus, a 20th-level whiteness. Normal lights (torches, candles, lanterns, and so
caster can create a span with a surface area of ten 5-foot squares. forth) do not work, nor do light spells of lower level (flare, light,
The wall can be crudely shaped to allow crenellations, battle- dancing lights). Darkness cancels the spell, leaving whatever
ments, and so forth by likewise reducing the area. light conditions normally prevail in the overlapping areas of the
spells. Higher-level light spells (such as the 3rd-level cleric spell
101
Frost and Fur
daylight) are not affected by whiteness. If the spell is cast on a “You are very brave,” she said in a deep voice filled with
small object that is then placed inside or under a lightproof cov- sympathy, “to come at this time.”
ering, the spell’s effects are blocked until the covering is
“You know of me?” Kanereyklak managed to get out as he
removed. Whiteness counters or dispels any light spell of equal
rose to his feet.
or lower level.
“The caribou speak highly of you,” she said with a nod of
Windsong approval. “Come.” And then she strode out of the tent.
Universal Kanereyklak stared at the tent flap for a moment. Then he
Level: Brd 1 took a deep breath and stepped outside.
Components: V, S
Casting Time: 1 standard action The village looked the same, but it was strangely deserted.
Range: Personal Then he noticed the seals.
Target: You There were hundreds of them. The anthropomorphic seals
Duration: 1 round/level stood upright. Some were dressed in hunting attire, others
Saving Throw: none were stirring pots and trading. They spoke to each other in a
Spell Resistance: no barking tongue and as Kanereyklak passed, some hissed at
By singing into the wind, you may cast spells at twice the nor- him.
mal range, down-wind, for the duration of this spell. “Pay them no mind,” the mishtapeu said with a dismissive
wave of her hand.
Winter Depression
“I have never seen so many seals,” Kanereyklak said in awe
Enchantment (Compulsion) [Cold] as they trudged out of the village.
Level: Drd 2, Sor/Wiz 3
Components: V, S “Oh, those are the inua of seals who were not properly
Casting Time: 1 standard action released. There are many here, because there are few seals
Range: Medium (100 ft. + 10 ft./level) left living.”
Targets: All living creatures within a 15-ft. radius Kanereyklak struggled to keep up with the giant mishtapeu,
Duration: Concentration whose strides easily carried her across the packed snow.
Saving Throw: Will negates Then they came upon a human village. It was Anjka’s
Spell Resistance: Yes home village.
The enchanted creatures suffer a -2 morale penalty to saving One of the men came out to wave at Kanereyklak. It was
throws, attack rolls, ability checks, skill checks, and weapon his father-in-law. A large gunshot wound gaped in his
damage rolls. head, but the man showed no recognition of his grievous
A pleasant looking grandmotherly woman stared down at wound.
him, with sparkling black eyes and wrinkled flesh like old As Aleksander had said, some villages resisted. The sheer
leather. Kanereyklak was shocked to see a woman in the number of men, and only men, milling about in the spirit
village. Then he nearly stumbled backwards as he realized village was proof the adlait had slaughtered every male in
that she was twice his size. It was Anjka’s mishtapeu. the village.
102
Monsters
“Ah, here we are,” the mishtapeu said. Kanereyklak took his mittens off and wiped his hands. She
was right. He was thinking only of falling. There was more
They were facing a gulf that led into the depths of the earth.
at stake than his own life.
A great spinning wheel spanned the distance. From what
Kanereyklak could see, it was smooth as ice. The wind He removed his boots and wiped the soles of his feet thor-
whistled from the rapid force of its revolutions. oughly. Then he remembered his bow, slung across his back.
“We must cross here. Hold onto me.” She put out one weath- He held his bow out before him with both hands. Slowly, he
ered hand, easily the size of Kanereyklak’s head. slid one toe over the cord. With a tight grip, he adjusted his
balance. Then stepped out over the chasm.
Together, they stepped onto the top of the wheel.
The cold lands are home to a surprising variety of indigenous
The wheel was not perfectly parallel to the ground, and the
lifeforms. Not all of them are friendly. This chapter expands
mishtapeu slipped a little as she stepped on it. There was a
upon animals adventurers might already be familiar with as well
great crunching sound as ten powerful talons ripped
as supernatural beings they’ll wish they never met.
through the mishtapeu’s boots to hold her fast.
The wind tore at them as the wheel continued its rotation.
For a moment it seemed like a very fast and convenient
means of crossing the bottomless chasm. Animals
Then Kanereyklak realized the mishtapeu was having dif- Amortortok
ficulty keeping her balance. Eventually, they would be Large Outsider
upside down and he doubted even her claws could keep
them on the wheel.
They neared the other side of the chasm. She crouched
and launched herself into the air with a powerful
leap, Kanereyklak in hand.
Amazingly, she cleared the span of twelve feet and
landed on a snow embankment. Kanereyklak collided
into her immediately afterwards and bounced back-
wards into the void.
One massive paw snatched him from oblivion and
yanked him onto the embankment. Kanereyklak sput-
tered thanks, but it caught in his throat as he looked
up from where they had landed.
They were at a massive sculpted ice cavern.
Beyond the entrance was another abyss. Only a
thin cord spanned the chasm.
“You must cross that alone,” the mishtapeu whis-
pered.
Kanereyklak began to sweat. “How? There is noth-
ing to hold onto!”
The mishtapeu nodded benevolently and sat down,
cross-legged. “You will find a way. You are only
thinking of the loss, not of the goal.”
103
Frost and Fur
Hit Dice: 9d8+27 (67 hp) Speed: 30 ft
Initiative: +0 AC: 16 (+3 Dex, -1 size, +4 natural), touch 12, flat-footed 13
Speed: 30 ft Base Attack/Grapple: +5/+17
AC: 12 (-1 size, +3 natural), touch 9, flat-footed 12 Attack: Bite +12 melee (1d8+8)
Base Attack/Grapple: +9/+18 Full Attack: Bite +12 melee (1d8+8), 2 claws +7 melee (1d6+4)
Attack: Claw +13 melee (1d6+5) Space/Reach: 10 ft/10 ft
Full Attack: 4 claws +13 melee (1d6+5) Special Attacks: Sleep gaze, frightening appearance, improved
Space/Reach: 10 ft/10 ft grab
Special Attacks: Energy drain, improved grab, spell-like abilities Special Qualities: Keen senses, cold subtype, scent
Special Qualities: Darkvision 60 ft, shadow blend Saves: Fort +7, Ref +8, Will +1
Saves: Fort +9, Ref +6, Will +6 Abilities: Str 26, Dex 17, Con 14, Int 6, Wis 9, Cha 7
Abilities: Str 20, Dex 10, Con 16, Int 10, Wis 11, Cha 10 Skills: Hide +7, Listen +1, Move Silently +10, Spot +1
Skills: Appraise +9, Bluff +7, Diplomacy +6, Gather Informa- Feats: Endurance, Skill Focus (Hide), Skill Focus (Move
tion +11, Knowledge (any two) +7, Listen +13, Sense Motive Silently)
+7, Spot +11, Survival +12
Environment: Cold plains
Feats: Alertness, Endurance, Multiattack, Track
Organization: Solitary
Environment: Any cold land Challenge Rating: 5
Organization: Solitary Treasure: None
Challenge Rating: 7 Alignment: Usually neutral
Treasure: None Advancement: 8–10 HD (Large)
Alignment: Usually neutral Level Adjustment: +5 (Cohort)
Advancement: 10 HD (Large)
The arulataq is the Inuit name (meaning “creature who makes a
Level Adjustment: +4 (cohort)
bellowing cry”) for a folk creature that inhabits the vast tundra.
The amortortok is a 4 black-armed beast that can kill with a They are 10 feet tall ape-like creatures with very long arms and a
touch. It acts as a kind of oracle, bringing news from far dis- bellowing cry. Although more curious than predatory, their
tances and answering questions laid before it. Anagakoq sum- appearance is exceptionally frightening.
mon amortortoks with the summon nature’s ally IX spell and use
them as advisors or assassins, as the situation dictates.
Combat
Amortortoks are dangerous opponents. They strike in the dark,
stalking their opponents with a heavy tread and roaring ‘A-mo!
A-mo!” when they attack. Any flesh touched by an amortortok
turns black, a side effect of the energy drains.
Improved Grab (Ex): When this creature hits with its claws, it
attempts to start a grapple as a free action without provoking an
attack of opportunity.
Energy Drain (Su): Living creatures hit by an amortortok’s
claw attack receive one negative energy level. The Fort save to
remove the negative level has a DC of 14.
Spell-Like Abilities: The amortortok can cast the following
spells once per day: discern location, greater scrying (DC 17),
vision. All spells cast at 9th-level.
Shadow Blend (Su): During any conditions other than full day-
light, an amortortok can disappear into the shadows, giving it
nine-tenths concealment. Artificial illumination, even a light or
continual flame spell, does not negate this ability. A daylight
spell will however.
Arulataq
Large Magical Beast (Cold)
Hit Dice: 7d10+14 (52 hp)
Initiative: +3 (+3 Dex)
104
Monsters
Some legends indicate the arulataq were ostracized from a group
for disobeying tribal rules. These rejected men, and occasionally
women, find themselves slipping into the guise of an arulataq,
hovering behind bushes spying on people. If lonely, they try to
kidnap a person of the opposite gender.
Combat
Arulataq are ferocious, brutal combatants. They are quite primi-
tive but can be very cunning, stealing food and beating those
who resist to death with their bare fists.
Improved Grab (Ex): When this creature hits with its claws, it
attempts to start a grapple as a free action without provoking an
attack of opportunity.
Sleep Gaze (Su): Sleep, range 30 feet, Will negates DC 15. Fail-
ure indicates the victim falls asleep as per the sleep spell.
Frightening Appearance (Su): Arulataq are terrifying to gaze
upon. Creatures of less than 5 HD in a 60-foot radius that look at
the arulataq must succeed at a Will save (DC 15) or be affected
as though by a fear spell.
Atshen (Wendigo)
Large Giant (Cold)
Hit Dice: 4d8+1 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft
AC: 16 (-1 Dex, -1 size, +5 natural, +3 hide), touch 8, flat-
footed 16 Combat
Base Attack/Grapple: +3/+12 Atshen are the orcs of the arctic. Big, ugly, and perpetually hun-
Attack: Shortspear +8 melee (1d8+5/x3) gry, they hunt men like men hunt seals. They will gleefully strip
Full Attack: Shortspear +8 melee (1d8+5/x3), bite +2 melee and dress a corpse, eating the organs (many which would nor-
(1d6+2) mally be poisonous to humans) immediately.
Space/Reach: 10 ft/10 ft
Special Attacks: — Bear, Brown
Special Qualities: Cold subtype, scent Large Animal
Saves: Fort +6, Ref +0, Will +1 Hit Dice: 6d8+24 (51 hp)
Abilities: Str 20, Dex 8, Con 14, Int 10, Wis 11, Cha 10 Initiative: +1 (Dex)
Skills: Listen +4, Spot +4, Survival +6 Speed: 40 ft.
Feats: Weapon Focus (shortspear), Track AC: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
Environment: Any land
Attack: Claw +11 melee (1d8+8)
Organization: Solitary
Full Attack: 2 claws +11 melee (1d8+8), bite +6 melee (2d6+4)
Challenge Rating: 3
Space/Reach: 10 ft/5 ft
Treasure: Standard
Special Attacks: Improved grab
Alignment: Neutral evil
Special Qualities: Low-light vision, scent
Advancement: By character class
Saves: Fort +9, Ref +6, Will +3
Level Adjustment: +2
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Also known as the wendigo, these giant beings are rumored to Skills: Listen +4, Spot +7, Swim +12
have once been human, but they were transformed into cannibals Feats: Endurance, Run, Track
after consuming human flesh. They appear as large, ugly
Environment: Any cold land
humanoids with no lips and all hair. Although few can attest to it,
Organization: Solitary, pair (breeding pair), family (female
atshen are said to have hair on their hearts. Atshen who pursue a
with young) (3–5), pack (by streams with food sources) (6–60)
character class are usually barbarians, rangers are also common.
Challenge Rating: 4
Some exceptional atshen even take up the druid class.
Treasure: None
105
Frost and Fur
Alignment: Always neutral
Advancement: 7–10 HD (Large)
Level Adjustment: —
The brown bear resembles its close relative the black bear. The
brown bear, however, is usually larger, has a more prominent
shoulder hump, less prominent ears, and longer, straighter claws.
The long claws are useful in digging for roots or excavating bur-
rows of small mammals. The musculature and bone structure of
the hump are adaptations for digging and for attaining bursts of
speed necessary for capture of moose or caribou for food. Brown
bear colors range from dark brown through light blonde.
Bear weights vary depending on the time of year. Most mature
males can weigh between 500 and 900 pounds with extremely
large individuals weighing as much as 1,400 pounds. Females
weigh half to three-quarters as much. An extremely large brown
bear may have a skull 18 inches long and 12 inches wide. Such a
bear, when standing on its hind feet, is about 9 feet tall. Inland
bears are usually smaller than coastal bears, probably because
they do not have a readily available supply of protein-rich food,
such as salmon, in their diet.
Brown bears have been known to live 34 years in the wild,
though this is rare. Usually, old males may reach 22 years. Old
females may live to 26.
Combat
Bears eat berries, grasses, sedges, horsetails, cow parsnips, fish,
ground squirrels, and roots of many kinds of plants. They are
also capable predators of moose and caribou. Bears are fond of
all types of carrion as well as garbage in human dumps. They are Environment: Cold forest
aggressive in family groups of a female and her offspring, as Organization: Solitary or pair
mother bears are very protective towards their young. Bears pro- Challenge Rating: 10
tecting a food source, such as the buried carcass of a moose or Treasure: None
caribou, should also be treated with special caution. When bears Alignment: Always chaotic neutral
stand upright, it is not to get ready to charge but to test the wind Advancement: 13–16 HD (Large); 17–36 HD (Huge)
and to see better. Level Adjustment: —
Iron bears are awful, gigantic bears that prowl the taiga, eating
Bear, Iron whatever they choose and demolishing anything that resists
Large Magical Beast them. They are twisted amalgams of natural bears, embodying
Hit Dice: 12d10+48 (114 hp) all the worst characteristics attributed to natural bears. Worse, the
Initiative: +1 (+1 Dex) bear is practically indestructible due to the iron bristles that
Speed: 40 ft make up its hide.
AC: 18 (+1 Dex, -1 size, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +9/+23 Combat
Attack: Bite +16 melee (2d8+5) Iron bears attack just about anything that is large enough to catch
Full Attack: Bite +16 melee (2d8+5), 2 claws +21 melee (2d4+10) their fancy for the express purpose of eating it or marking their
Space/Reach: 10 ft/10 ft territory. They have the ability to breathe flames as well,
Special Attacks: Breath weapon, improved grab although they will only use this for opponents who are out of
Special Qualities: Damage reduction 5/adamantine, low-light reach, preferring instead to attack with their claws and bite.
vision, darkvision 60 ft, scent
Saves: Fort +12, Ref +9, Will +5 Improved Grab (Ex): When an iron bear hits with a claw, it
Abilities: Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10 attempts to start a grapple as a free action without provoking an
Skills: Listen +7, Spot +7, Swim +13 attack of opportunity.
Feats: Awesome Blow, Endurance, Improved Overrun, Power Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds;
Attack, Run, Track damage 1d4+1, Reflex half DC 13. The fiery breath also ignites
106
Monsters
walruses, and beluga whales. They also feed on carrion, includ-
ing whale, walrus, and seal carcasses they find along the coast.
any flammable materials within the cone. Iron bears can use They occasionally eat small mammals, bird eggs, and vegetation
their breath weapon while biting. when other food is not available.
Bear, Polar Skills: A polar bear’s white coat bestows a +12 racial bonus to
Hide checks in snowy areas.
Large Animal
Hit Dice: 8d8+32 (68 hp) Chalicothere
Initiative: +1 (Dex)
Speed: 40 ft., swim 30 ft. Large Animal
AC: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Hit Dice: 6d8+18 (45 hp)
Base Attack/Grapple: +6/+18 Initiative: +1 (+1 Dex)
Attack: Claw +13 melee (1d8+8) Speed: 40 ft
Full Attack: 2 claws +13 melee (1d8+8), bite +8 melee (2d8+4) AC: 15 (+1 Dex, -1 size, +5 natural), touch 10, flat-footed 14
Space/Reach: 10 ft/5 ft Base Attack/Grapple: +4/+12
Special Attacks: Improved grab Attack: Bite +7 melee (1d8+4)
Special Qualities: Low-light Vision, Scent Full Attack: Bite +7 melee (1d8+4), 2 claws +2 melee (2d8+2)
Saves: Fort +10, Ref +7, Will +3 Space/Reach: 10 ft/10 ft
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Special Attacks: —
Skills: Hide –2*, Listen +5, Spot +7, Swim +16 Special Qualities: Low-light vision, scent
Feats: Endurance, Hot-bloodedB, Run, Track Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 13, Cha 2
Environment: Any cold land Skills: Climb +5, Listen +7, Spot +7
Organization: Solitary or pair Feats: Alertness, Endurance, Improved Overrun
Challenge Rating: 4
Treasure: None Environment: Temperate plains
Alignment: Always neutral Organization: Solitary
Advancement: 9–12 HD (Large) Challenge Rating: 5
Level Adjustment: — Treasure: None
Combat
The main food of polar bears adjacent to Alaska is the ice-
inhabiting ringed seal. Bears capture seals by waiting for them
at breathing holes and at the edge of leads or cracks in the ice.
They also stalk seals resting on top of the ice and catch young
seals by breaking into pupping chambers in snow on top of the
ice in the spring. Bears prey to a lesser extent on bearded seals,
107
Frost and Fur
Alignment: Always neutral Combat
Advancement: — Chudo-yudo prefer to use their spell-like abilities to create what
Level Adjustment: — looks like a glowing pitcher with dancing lights in order to draw
Chalicotheres have the shortened face of a horse, the neck of an their prey closer. Then they attempt to put prey to sleep.
ox, the arms and shoulders of a massive ape, the front claws of an Improved Grab (Ex): When a chudo-yudo hits with its tentacle
anteater and short rear legs to support its massive bulk. It shambles rake, it attempts to start a grapple as a free action without pro-
along with most of its weight on its short but strong hind legs. The voking an attack of opportunity. If it gets a hold, it can constrict.
long front legs have enormously long, curved claws. As an herbi-
Constrict: A chudo-yudo deals 2d8+6 on a successful grapple
vore it is a fussy eater and eats only the freshest shoots.
check, in addition to the grappling weapon’s normal damage.
108
Monsters
if rushed or hurried. A chudo-yudo gains a +10 racial bonus to In Slavic lands, corpses are wrapped in shrouds and then buried.
Escape Artist checks due to its ability to squeeze and contort. The spirits that have unfinished business arise at night in grave-
yards and terrorize the living. Thus they appear as the prototypi-
Corpse Shroud cal ghost–undead, zombie-like corpses concealed beneath white
Medium Undead corpse shrouds.
Hit Dice: 2d12+3 (16 hp)
Initiative: +0 Combat
Speed: 30 ft Corpse shrouds are typically provoked by someone foolishly
AC: 12 (+2 natural), touch 10, flat-footed 12 entering a graveyard at midnight, when they are most active.
Base Attack/Grapple: +1/+2 Corpse shrouds retaliate against trespassers by trespassing on the
Attack: Slam +2 melee (1d6+1) nearest town and killing anyone they can catch.
Full Attack: Slam +2 melee (1d6+1)
Vulnerability: Driving an aspen stake through a corpse shroud’s
Space/Reach: 5 ft/5 ft
heart instantly slays the monster. However, it returns to life if the
Special Attacks: Horrific appearance
stake is removed, unless the body is destroyed. A popular tactic
Special Qualities: Vulnerability, daylight powerlessness, reju-
is to cut off the creature’s head and fill its mouth with holy
venation, darkvision 60 ft, undead traits
wafers (or their equivalent).
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 12, Dex 10, Con —, Int 10, Wis 11, Cha 10 Daylight Powerlessness (Ex): Corpse shrouds are utterly powerless
Skills: Climb +4, Hide +5, Listen +4,Move Silently +5, Spot +3 in natural sunlight (not merely a daylight spell) and flee from it.
Feats: Toughness Horrific Appearance (Su): Any living creature within 60 feet
Environment: Cold forest that views the corpse shroud without its shroud must succeed at
Organization: Solitary a Fort save or immediately suffer 1d4 points of permanent
Challenge Rating: 2 Strength, 1d4 points of permanent Dexterity, and 1d4 points of
Treasure: Standard permanent Constitution drain. A creature that successfully saves
Alignment: Always neutral evil against this effect cannot be affected by the same corpse shroud’s
Advancement: By charac- horrific appearance for one day. The save DC is 11.
ter class Rejuvenation (Su): In most cases, it’s difficult to destroy a
Level Adjustment: — corpse shroud through simple combat: The “destroyed” spirit
will often restore itself in 2d4 days. Even the most powerful
spells are often only temporary solutions. A corpse shroud that
would otherwise be destroyed returns to its old haunts with a
successful level check (1d20 + corpse shroud’s level or HD)
against DC 16. As a rule, the only way to get rid of a corpse
shroud for sure is to determine the reason for its existence and
set right whatever prevents it from resting in peace. The exact
means varies with each corpse shroud and may require a good
deal of research.
Deer, Caribou
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft
AC: 12 (+1 Dex, -1 size, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+10
Attack: Gore +5 melee (1d8+6)
Full Attack: Gore +5 melee (1d8+6)
Space/Reach: 10 ft/10 ft
Special Attacks: Stampede, charge
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 10
Skills: Listen +7, Spot +4
Feats: Hot BloodedB, Endurance, Run
109
Frost and Fur
Environment: Cold forest, cold mountain, cold plains Deer, Moose
Organization: Solitary, pair, herd (6–30)
Large Animal
Challenge Rating: 2
Hit Dice: 5d8+15 (37 hp)
Treasure: None
Initiative: +1 (+1 Dex)
Alignment: Always neutral
Speed: 40 ft
Advancement: 5–6 HD (Large)
AC: 14 (+1 Dex, -1 size, +4 natural), touch 10, flat-footed 13
Level Adjustment: —
Base Attack/Grapple: +3/+11
Caribou have large, concave hoofs that spread widely to support Attack: Gore +6 melee (1d8+6)
the animal in snow and soft tundra. The feet also function as pad- Full Attack: Gore +6 melee (1d8+6)
dles when caribou swim. The antlers of adult bulls are large and Space/Reach: 10 ft/10 ft (5 ft if cow)
massive; those of adult cows are much shorter and are usually Special Attacks: Charge
more slender and irregular. In late fall, caribou are clove-brown Special Qualities: Low-light vision, scent
with a white neck, rump, and feet and often have a white flank Saves: Fort +7, Ref +5, Will +1
stripe. The hair of newborn calves is generally reddish-brown. Abilities: Str 18, Dex 12, Con 16, Int 1, Wis 11, Cha 10
Weights of adult bulls average 350 pounds, up to 700 pounds. Skills: 8 Listen +8, Spot +5
Feats: Endurance, Improved Overrun
Females can breed when they are 16 months old, are give birth
to one calf every year. Wolves, grizzly bears, and golden eagles Environment: Cold forest
kill large numbers of newborn calves. After calving, caribou col- Organization: Solitary or pair
lect in large groups to avoid predators and escape mosquitoes Challenge Rating: 4
and warble flies. These large groups of caribou stay together in Treasure: None
the high mountains and along seacoasts where wind and cool Alignment: Always neutral
temperatures protect them from summer heat and insects. Advancement: 6–7 HD (Large)
Level Adjustment: —
Large herds often migrate long distances (up to 400 miles)
between summer and winter ranges to find adequate food. In The moose has long legs and a heavy body with a drooping nose,
summer, caribou eat the leaves of willows, sedges, flowering a dewlap under the chin, and a small tail. Their color ranges from
tundra plants, and mushrooms. They switch to lichens, dried golden brown to almost black, depending upon the season and the
sedges, and small shrubs (like blueberry) in September. Once age of the animal. The hair of newborn calves is generally red-
they decide to migrate, caribou can travel up to 50 miles a day. brown fading to a lighter rust color within a few weeks. Males in
Caribou have a built in compass, like migratory birds, and can prime condition weigh from 1,200 to 1,600 pounds. Only the bulls
travel through areas that are unfamiliar to them to reach their have antlers. In the wild, moose rarely live more than 16 years.
calving grounds.
Cow moose generally breed at 28 months. Calves are born any
time from mid- May to early June after a gestation period of
Combat about 230 days. Moose breed in the fall with the peak of the “rut”
The shedding of velvet by large bulls marks the approach of the activities coming in late September and early October. Most
rutting season and the start of fall migration. The necks of adult moose make seasonal movements for calving, rutting, and winter-
bull caribou swell enormously due to the natural production of ing areas. They travel anywhere from only a few miles to as
steroid hormones like testosterone. Fighting begins in early Sep- many as 60 miles during these transitions. During fall and winter,
tember and becomes more frequent as the rut approaches at the they consume large quantities of willow, birch, and aspen twigs.
end of the month. Most fights between bulls are brief bouts, but In some areas, moose actually establish a “hedge” or browse line
violent fights occur, and many bulls are seriously injured or six to eight feet above the ground by clipping most of the termi-
killed during the rut. Wolves and bears kill many injured or nal shoots of favored food species. Moose eat a variety of foods,
exhausted bulls after the rut. particularly sedges, equisetum (horsetail), pond weeds, and
Stampede (Ex): A frightened herd of caribou flees as a group in grasses. During summer, moose feed on vegetation in shallow
a random direction (but always away from the perceived source ponds, forbs, and the leaves of birch, willow, and aspen.
of danger). They literally run over anything of size Large or
smaller that gets in their way, dealing 1d12 points of damage for Combat
each five caribou in the herd. A successful Reflex save (DC 16) Adult male caribou joust during the rut by bringing their antlers
halves the damage. together and pushing. Serious battles are rare. Bulls may receive
a few punctures or other damage and occasionally die from their
Charge (Ex): A caribou typically begins a battle by charging at
wounds. The winner usually mates with the female.
an opponent, lowering its head to bring its horns into play. In
addition to the normal benefits and hazards of a charge, this Charge (Ex): A moose typically begins a battle by charging at
allows the beast to make a single gore attack that deals 3d6+6 an opponent, lowering its head to bring its mighty horns into
points of damage. play. In addition to the normal benefits and hazards of a charge,
110
Monsters
this allows the beast to make a single gore attack that deals Telepathy (Su): Illness imps can communicate telepathically
4d6+6 points of damage. with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: detect good, detect magic, and
Devil, Illness Imp invisibility (self only); 1/day-suggestion (DC 13), contagion (DC
Tiny Outsider (Evil, Extraplanar, Lawful) 14), insanity (DC 17), desecrate, cure disease. These abilities are
Hit Dice: 3d8 (13 hp) as the spells cast at 6th-level.
Initiative: +2 (+2 Dex)
Speed: 20 ft. Devil, Misery Imp
AC: 17 (+2 Dex, +2 size, +3 natural), touch 14, flat-footed 15
Medium Outsider (Evil, Extraplanar, Lawful)
Base Attack/Grapple: +3/-6
Hit Dice: 8d8+8 (44 hp)
Attack: Bite +7 melee (1d3-1)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Full Attack: Bite +7 melee (1d3-1)
Speed: 20 ft.
Space/Reach: 2½ ft/0 ft
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Special Attacks: Spell-like abilities
Base Attack/Grapple: +8/+10
Special Qualities: Damage reduction 5/silver or good, SR 15,
Attack: Slam +10 melee (1d6+3)
see in darkness, fire & poison immunity, resistance to cold 10
Full Attack: Slam +10 melee (1d6+3)
& resistance to acid 10
Space/Reach: 5 ft./5 ft.
Saves: Fort +3, Ref +5, Will +4
Special Attacks: Spell-like abilities, misery
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 12, Cha 10
Special Qualities: Immunity to fire and poison, SR 20, dam-
Skills: Diplomacy +6, Hide +17, Knowledge (any one) +7,
age reduction 5/good
Listen +8, Move Silently +8, Search +6, Spellcraft +6, Spot
Saves: Fort +9, Ref +9, Will +10
+7, Survival +1 (+3 following tracks)
Abilities: Str 14, Dex 12, Con 12, Int 15, Wis 15, Cha 12
Feats: Dodge, Weapon Finesse
Skills: 110 Bluff +13, Concentration +12, Diplomacy +12,
Environment: Cold forest Escape Artist +12, Intimidate +12, Knowledge (any two) +13,
Organization: Solitary Listen +15, Sense Motive +13, Spellcraft +13, Spot +15
Challenge Rating: 2 Feats: Alertness, Combat Casting, Improved Initiative
Treasure: None Environment: Cold forest, hills, plains, and mountains
Alignment: Always lawful evil Organization: Solitary
Advancement: 4–6 HD (Tiny) Challenge Rating: 9
Level Adjustment: — (Improved Famil- Treasure: Standard
iar) Alignment: Always lawful evil
Advancement: 9–16 HD (Medium)
Illness imps are wretched beings that
Level Adjustment: +5 Cohort
live in dark portals at the bottom of
Misery is a peculiar type of imp that appears in
even darker holes. They occasionally
various forms, although always humanoid.
enter the Slavic world when they
Often a gaunt, sad person, sometimes a
manage to breach the barrier between
young girl, this strange being feeds on its
the two planes. Once they do, few wit-
namesake. Misery’s goal is not to destroy
nesses live to regret their arrival.
the life of any one person but to keep
them alive long enough to feed off
Combat of the emotion. Misery, as they
Illness imps can be harmed, but not say, loves company.
easily.
Immunities (Ex): Illness imps are Combat
immune to fire and poison. Misery isn’t fond of direct com-
bat and will instead bring its
Resistances (Ex): Illness imps
foes down through slow,
have resistance to cold 10
grinding depression.
and resistance to acid 10.
Immunities (Ex): Mis-
See in Darkness (Su): Ill-
ery imps are immune
ness imps can see per-
to fire and poison.
fectly in darkness of
any kind, even that cre- Spell-Like Abilities
ated by deeper dark- (Sp): At will—reduce
ness spells. person (self only),
111
Frost and Fur
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Dire armadillos are 13 feet long and 5 feet tall. It had four short
legs and powerful jaws made for grinding vegetation. This well-
armored animal has heavy, dome-shaped body armor and rings
of bony armor on its long tail. The tail has mace-like protrusions
at its end that makes for a fearsome defensive weapon.
Combat
Dire armadillos retract their heads and swing their tails at any-
thing that appears threatening.
Stun (Ex): When a target is struck by a dire armadillo’s tail it
must make a Fort save (DC damage inflicted) or be stunned for a
number of rounds equal to the amount the save is failed by.
112
Monsters
Speed: 50 ft Organization: Solitary
AC: 13 (-2 size, +5 natural), touch 8, flat-footed 13 Challenge Rating: 9
Base Attack/Grapple: +10/+31 Treasure: None
Attack: Gore +21 melee (4d6+19) Alignment: Always neutral
Full Attack: Gore +21 melee (4d6+19) Advancement: —
Space/Reach: 20 ft/10 ft Level Adjustment: —
Special Attacks: Charge 8d6+19
A dire (giant) sloth is a huge, bulky, slow-moving mammal, the
Special Qualities: Low-light vision, scent
largest of the ground sloths. Giant sloths are about the size of an
Saves: Fort +16, Ref +9, Will +5
elephant, roughly 20 feet long and weighed about 3–4 tons.
Abilities: Str 36, Dex 10, Con 25, Int 1, Wis 13, Cha 2
Giant sloths are also called megatherium, which means “great
Skills: Listen +15, Spot +4
beast.” A giant sloth has peg-like teeth, powerful jaws, and a
Feats: Awesome Blow, Endurance, Improved Overrun,
thick, short tail. It has three hook-like claws on each foot. It is
Improved Natural Attack (gore), Power Attack
primarily a quadruped. Giant sloths eat leaves, shoots, roots, and
Environment: Temperate plains fruit. It eats leaves from the tops of trees while standing upright
Organization: Solitary or herd (2–12) on its hind legs, using its tail to balance.
Challenge Rating: 7
Treasure: None Combat
Alignment: Always neutral Giant sloths have wicked claws they can use in combat to defend
Advancement: — themselves if need be.
Level Adjustment: —
Improved Grab (Ex): When this creature hits with its claws, it
Elasmotherium is a powerfully built quadruped that walks on attempts to start a grapple as a free action without provoking an
four stocky hoofed legs. It has a huge horn on its forehead that attack of opportunity.
can grow up to 6.5 ft long. Elasmotherium is anywhere from 16
to 26 ft long and weighs roughly 3.5 to 4.5 tons. Its teeth are tall- Dog, Hunting
crowned and covered with cement and wrinkled enamel.
Small Animal
Hit Dice: 1d8+2 (6 hp)
Combat Initiative: +3 (+3 Dex)
Like the traditional rhinoceros, the elasmotherium is an herbivo- Speed: 40 ft
rous grazer. It is easily agitated and will charge should it feel AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
threatened. Base Attack/Grapple: +0/-3
Charge (Ex): A dire rhinoceros typically begins a battle by Attack: Bite +2 melee (1d4+1)
charging at an opponent, lowering its head to bring its horns into Full Attack: Bite +2 melee (1d4+1)
play. In addition to the normal benefits and hazards of a charge, Space/Reach: 5 ft/5 ft
this allows the beast to make a single gore attack that deals Special Attacks: Trip
8d6+19 points of damage. Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Dire Sloth (Megatherium) Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +5, Survival +1 (+9 when
Huge Animal
tracking)
Hit Dice: 10d8+50 (95 hp)
Feats: Alertness, TrackB
Initiative: +1 (+1 Dex)
Speed: 10 ft Environment: Cold plains
AC: 13 (+1 Dex, -2 size, +4 natural), touch 9, flat-footed 12 Organization: Solitary, span (1–2)
Base Attack/Grapple: +7/+23 Challenge Rating: 1/3
Attack: Claw +13 melee (2d8+8) Treasure: None
Full Attack: 2 claws +13 melee (2d8+8) Alignment: Always neutral
Space/Reach: 20 ft/10 ft Advancement: —
Special Attacks: Improved grab Level Adjustment: —
Special Qualities: Low-light vision, scent
These keen little long-nosed dogs are indispensable in the hunt-
Saves: Fort +12, Ref +8, Will +3
ing of small game, lending their senses to their masters in the
Abilities: Str 26, Dex 12, Con 20, Int 1, Wis 11, Cha 10
hunt. Their prominent, pointed, up-standing ears, the pointed
Skills: Listen +8, Spot +3, Climb +13
nose, the silky hair, and whitish belly distinguish them from
Feats: Alertness, Cleave, Endurance, Power Attack
other dogs. In color, dogs of this race are brown, reddish, or
Environment: Cold forest
113
Frost and Fur
white and gray. They have a light delicate step, a trim graceful Should a dog become over-tired on an upgrade or because the
figure and amiable disposition. snow is too soft, he may lie down with an appealing look. When
a halt is made, the dogs stretch flat on their bellies and bury their
The hunting dog can be quite cunning in its pursuit of game.
muzzles in the snow. They eat snow quite frequently, as this is
When the it crosses thin ice, it knows to walk very carefully,
their only method of getting a drink.
moving ahead a bit at a time until it is certain the ice is strong
enough. Hunting dogs can distinguish between grouse, porcu- When the grade is downward and the trail is smooth, the hunter
pine, and squirrel. They know to sniff out animal species and lets his dogs pass him. Then he quickly removes his snowshoes
make frequent trips into the bush after scents/sounds. They even and hops on the sled. At its fastest, the sled moves anywhere
know to avoid porcupine quills. from eight to ten miles per hour.
When hunting dogs scent the tracks of game, they quietly take to Some benevolent masters give their leavings to the dogs. This is
the trail unless it is very fresh, in which case they yelp and howl. invariably meat and bone. They easily grind up bone and mar-
row and gulp it down with gusto, bones being their favorite diet.
Trip (Ex): A hunting dog that hits with a bite attack can attempt
to trip the opponent as a free action without making a touch Carrying Capacity: A light load for a sled dog is up to 100
attack or provoking an attack of opportunity. If the attempt fails, pounds; a medium load, 101–200 pounds; a heavy load,
the opponent cannot react to trip the dog. 201–300 pounds. A sled dog can drag 1,500 pounds.
114
Monsters
severed head but suffers no other penalties. A severed head Water Breathing (Ex): A goryshche can breathe underwater
regrows in about a month. indefinitely and can freely use its breath weapon, spells, and
other abilities while submerged.
Breath Weapon (Su): A goryshche has one type of breath
weapon, a cone of fire. The breath weapon originates from any Create/Destroy Water (Sp): A goryshche can use this ability
one of the goryshche’s heads, making its breath weapon unpre- three times per day. It works like the create water spell, except
dictable and bestowing a Reflex save penalty equal to the num- that the dragon can decide to destroy water instead of creating it,
ber of living heads it has left in combat. Thus, a Great Wyrm which automatically spoils unattended liquids containing water.
bestows a -9 circumstance penalty to Reflex saving throws Magic items (such as potions) and items in a creature’s posses-
against its breath weapon.
116
Monsters
Feats: Alertness, Improved Bull Rush, Power Attack, Weapon
Focus (claw)
Environment: Cold land
Organization: Solitary
Challenge Rating: 6
Treasure: Double standard
Alignment: Neutral evil
Advancement: 11–12 HD (Colossal)
Level Adjustment: —
The draugr is an animated corpse that bursts from its grave. It
appears hel-blar (“black as death”) or na-folr (“corpse-pale).
Worse, the corpse grows to enormous size and is incredibly
heavy. It is animated out of sheer jealousy. The draugr misses its
old life and envies the living.
Combat
Perhaps most distressing of the draugr’s traits are its perpetual
hunger. It craves flesh of all types, but its undead state can never
be satiated. It will fall upon anything living and rip it apart, gulp-
ing the flesh down in chunks.
Improved Grab (Ex): When this creature hits with both claws,
it attempts to start a grapple as a free action without provoking
an attack of opportunity.
Spell-like Abilities: The draugar can cast the following at will:
Water Breathing (Ex): A linnorm can breathe underwater polymorph (self only–seal, bull, horse, cat), control weather, div-
indefinitely and can freely use its breath weapon, spells, and ination, darkness, fog cloud. Cast at 10th-level.
other abilities while submerged. Burrow (Ex): A draugr can glide through stone, dirt, or almost
Improved Grab (Ex): To use this ability, a linnorm must hit any other sort of earth except metal as easily as a fish swims
with its bite attack. If it gets a hold, it can constrict. through water. Its burrowing leaves behind no tunnel or hole, nor
does it create any ripple or other signs of its presence. A move
Constrict (Ex): A linnorm deals 1d8+Strength bonus with a suc- earth spell cast on an area containing a burrowing draugr flings
cessful grapple check against a creature two sizes smaller. For the draugr back 30 feet, stunning the creature for 1 round unless
example, a linnorm that is huge can constrict a medium-sized it succeeds at a Fort save.
creature.
Rejuvenation (Su): In most cases, it’s difficult to destroy a
Poison (Ex): Bite, Fort save (DC is the same as breath weapon draugr through simple combat: The “destroyed” spirit will often
DC), initial and secondary damage 1d6 temporary Constitution. restore itself in 2d4 days. Even the most powerful spells are
often only temporary solutions. To totally destroy a draugr, it
Draugr must be decapitated, its body burned to cold ashes, and then the
Huge Undead ashes must be thrown into the sea. Failure to perform this ritual
Hit Dice: 10d12 (65 hp) means a draugr will returns to its old haunts with a successful
Initiative: -1 (-1 Dex) level check (1d20 + draugr’s level or HD) against DC 16.
Speed: 30 ft, burrow 30 ft.
AC: 11 (-1 Dex, -2 size, +4 natural), touch 7, flat-footed 11 Dvorlem
Base Attack/Grapple: +5/+22 Large Magical Beast
Attack: Claw +13 melee (1d8+9) Hit Dice: 8d10+8 (52 hp)
Full Attack: Bite +7 melee (2d6+4), 2 claws +13 melee (1d8+9) Initiative: +3 (Dex)
Space/Reach: 10 ft/15 ft Speed: 10 ft., fly 160 ft. (good)
Special Attacks: Spell-like abilities, improved grab AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Special Qualities: Burrow, rejuvenation, damage reduction Base Attack/Grapple: +8/+16
5/cold iron, darkvision 60 ft, scent, undead traits Attack: Claw +11 melee (1d6+4)
Saves: Fort +3, Ref +2, Will +7 Full Attack: 2 claws +11 melee (1d6+4), 2 bites +6 melee (1d8+2)
Abilities: Str 28, Dex 8, Con —, Int 10, Wis 11, Cha 10 Space/Reach: 10 ft./5 ft.
Skills: Hide +5, Listen +15, Move Silently +12, Spot +15 Special Attacks: —
117
Frost and Fur
Special Qualities: Low-light vision AC: 14 (+4 natural), touch 10, flat-footed 14
Saves: Fort +5, Ref +7, Will +5 Base Attack/Grapple: +3/+6
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Attack: Slam +6 melee (1d8+3)
Skills: Knowledge (nature) +4, Listen +11*, Spot +18*, Sur- Full Attack: Slam +6 melee (1d8+3)
vival +7 Space/Reach: 5 ft/5 ft
Feats: Alertness, Flyby Attack, Iron Will Special Attacks: Ice meld
Special Qualities: Elemental traits, cold subtype, ice Hearing
Environment: Cold forest or mountains
Saves: Fort +7, Ref +2, Will +1
Organization: Solitary or pair
Abilities: Str 17, Dex 11, Con 18, Int 4, Wis 11, Cha 10
Challenge Rating: 4
Skills: Listen +4, Spot +3
Treasure: None
Feats: Cleave, Ice HearingB, Power Attack
Alignment: Usually lawful neutral
Advancement: 9–12 HD (Huge); 13–16 HD (Gargantuan) Large Elemental (Cold)
Level Adjustment: — Hit Dice: 8d8+32 (68 hp)
Initiative: +1 (Dex)
A dvorlem is a gigantic, two-headed eagle that patrols the skies. Speed: 30 ft., 40 ft. in ice
Dvorlems are not aggressive by nature and abhor random vio- AC: 19 (+8 natural, +1 Dex), touch 11, flat-footed 18
lence and chaos. They enjoy the smooth lines of roads, the care- Base Attack/Grapple: +6/+15
fully plotted grids of cities, and the symmetry of a snowflake. Attack: Slam +10/+5 melee (2d8+5)
They have but one law: only the winged shall fly. Any creature Full Attack: Slam +10/+5 melee (2d8+5)
that takes to the skies that is not feathered is to be grounded, by Space/Reach: 10 ft/10 ft
force if necessary. This includes gliders, dragons, creatures that Special Attacks: Ice meld
fly without wings, and spellcasters who fly by magical means. Special Qualities: Elemental Traits, cold subtype, ice Hearing
Dvorlems are mortal enemies of kainkutho, when they encounter Saves: Fort +7, Ref +2, Will +1
Abilities: Str 21, Dex 13, Con 20, Int 6, Wis 11, Cha 10
them in their mountain lairs.
Skills: 11 Listen +11, Spot +11
Feats: Cleave, Great Cleave, Power Attack
Combat
Dvorlem rarely stoop to petty combat with earthbound beings, Environment: Cold plains, cold forest
but they are ferocious warriors if pressed. They will immediately Organization: Solitary
attack any non-feathered flying creature, and even non-living Challenge Rating: Small 1, Medium 2, Large 4
things like kites. Treasure: None
Alignment: Always chaotic neutral
Skills: *Dvorlem receive a +4 racial bonus to Spot checks dur- Advancement: 5–6 HD (Medium); Small 3 HD (Small);
ing daylight hours. *They also receive a +2 racial bonus to Lis- medium 5–7 HD (Medium); large 9–15 HD (Large)
ten, Spot, and Search checks due to their multiple heads. Level Adjustment: —
Elemental, Ice
Small Elemental (Cold)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1 (Dex)
Speed: 20 ft., 40 ft. in ice
AC: 12 (+2 natural, +1 size, -1 Dex), touch 10, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Ice meld
Special Qualities: Elemental traits, cold subtype, ice Hearing
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 15, Dex 9, Con 14, Int 4, Wis 11, Cha 10
Skills: Listen +3, Spot +2
Feats: Ice HearingB, Power Attack
Medium Elemental (Cold)
Hit Dice: 4d8+16 (34 hp)
Initiative: 0 (Dex)
Speed: 30 ft., 40 ft. in ice
118
Monsters
Almost unknown outside of extremely cold areas, the ice ele- Combat
mental is a fierce creature whose goal is simple: destroy. Fortu- Firebirds avoid combat when possible, preferring to flee any
nately, the ice elemental is less powerful and less advanced than adversaries they may encounter. If cornered, firebirds retaliate
his more traditional cousins. with beak, claw, and spell.
Continual Flame (Su): A firebird’s feather acts as continual
Combat flame.
Ice elementals are pure-force brutes. Too dumb to strategize, the
elemental will only use his ice meld ability if severely damaged. Spell-like Abilities: at will: flare (DC 10); 3/day bestow curse
(DC 14), planeshift (self only), sunburst (DC 18), sunbeam (DC
Ice Meld (Su): As a full-round action, the ice elemental may 17). Cast at 9th level.
meld with any body of ice. While within a body of ice, the ele-
mental moves with a base speed of 40 feet, and may not be Skills: *Firebirds receive a +4 racial bonus to Spot checks dur-
attacked; however, the only sense the elemental can use is its Ice ing daylight hours.
Hearing (a silent enemy will be undetectable). As an additional
full round action, the ice elemental may exit the ice. Use of this Fox, Arctic
ability provokes attacks of opportunity. Small Animal
Hit Dice: 1d8+2 (6 hp)
Ice Hearing (Ex): The elemental, while completely within ice,
Initiative: +3 (Dex)
can continue to hear and makes Listen checks normally.
Speed: 40 ft.
AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Firebird Base Attack/Grapple: +0/-3
Large Magical Beast (fire)
Attack: Bite +2 melee (1d4+1)
Hit Dice: 4d10+4 (26 hp)
Full Attack: Bite +2 melee (1d4+1)
Initiative: +3 (+3 Dex)
Space/Reach: 5 ft/5 ft
Speed: 10 ft, fly 80 ft. (average)
Special Attacks: —
AC: 15 (+3 Dex, -1 size, +3 natural), touch 12, flat-footed 12
Special Qualities: Low-light vision, scent
Base Attack/Grapple: +4/+12
Saves: Fort +4, Ref +5, Will +1
Attack: Bite +7 melee (1d8+4)
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Full Attack: Bite +7 melee (1d8+4), 2 claws +2 melee (1d6+2)
Skills: Hide +15*, Listen +2, Spot +2, Survival +2 (+6 if
Space/Reach: 10 ft/10 ft or 20 ft/10 ft while in flight
tracking by scent)*
Special Attacks: Spell-like abilities
Feats: Alertness, Hot BloodedB, TrackB
Special Qualities: Continual flame, keen senses, fire subtype,
low-light vision Environment: Cold plains
Saves: Fort +5, Ref +7, Will +3 Organization: Solitary, pair, or family (7–15)
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Challenge Rating: 4
Skills: Knowledge (nature) +2, Listen +5, Spot +11*, Survival +6 Treasure: None
Feats: Alertness, Wingover Alignment: Always neutral
Advancement: —
Environment: Any forest, hill, mountains, and plains
Level Adjustment: —
Organization: Solitary
Challenge Rating: 5 The arctic fox averages 43 inches in length including the tail. Its
Treasure: None short legs and body, short ears, and dense winter fur give it a
Alignment: Usually neutral good stocky appearance. Fully-grown arctic foxes weigh from 6 to 10
Advancement: 5–8 HD (Huge); 9–12 HD (Gargantuan) pounds. Their fur coloring ranges from brown in the summer to
Level Adjustment: — white in the winter. Some foxes have a bluish tinge to their coats.
These foxes remain dark or charcoal colored year round but
A firebird appears as a large eagle with a 20-foot wingspan of
become somewhat lighter in winter.
bright, multicolored feathers. The plumage includes bright vio-
let, scarlet, crimson and flaming orange. Its beak and claws are Arctic fox pups are born in dens excavated by the adults in
blue-violet. Its eyes are a deep, glowing ruby color. sandy, well-drained soils of low mounds and river cutbanks.
They are monogamous and both parents aid in bringing food to
Firebirds will sometimes answer the call of wanderers lost in the
the den and in rearing the pups. Family units gradually break up
woods and carry them to a safe destination. They are hunted for
during the fall. In midwinter, foxes lead a mostly solitary exis-
their feathers, however. Those who would pluck a firebird’s
tence except when congregating at the carcasses of marine mam-
feathers will find themselves the recipient of a curse.
mals, caribou, or reindeer.
Firebirds enjoy corn and golden apple trees and can sometimes
be lured into traps with their favorite foods as bait.
119
Frost and Fur
Combat Initiative: +4 (+4 Dex)
Arctic foxes are omnivorous. In summer, arctic foxes feed pri- Speed: 10 ft., fly 60 ft. (average)
marily on small mammals, including lemmings and tundra voles. AC: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Foxes denning near rocky cliffs along the seacoast often depend Base Attack/Grapple: +3/+5
heavily on nesting seabirds such as auklets, puffins, and murres. Attack: Claw +5 melee (1d8+2)
They sometimes eat berries, eggs, and scavenged remains of Full Attack: 2 claws +5 melee (1d8+2), peck +0 (1d4)
other animals. Many foxes venture out onto the sea ice during Space/Reach: 5 ft/5 ft
winter to eat the remains of seals killed by polar bears. Special Attacks: Blind
Special Qualities: Evasion, low-light vision
Skills: The natural coloration of arctic foxes gives them a +7
Saves: Fort +3, Ref +7, Will +3
racial bonus to Hide checks in areas of snow and ice. An arctic fox
Abilities: Str 14, Dex 19, Con 10, Int 10, Wis 14, Cha 10
has a +4 racial bonus to Survival checks when tracking by scent.
Skills: Knowledge (nature) +2, Listen +7, Sense Motive +4,
Spot +10*, Survival +5
Giant, Ice Feats: Alertness, Flyby Attack
Large Giant (Cold)
Hit Dice: 13d8+39 (91 hp) Environment: Cold forest, hills, plains, and mountains
Initiative: -1 (Dex) Organization: Solitary or pair
Speed: 30 ft. Challenge Rating: 2
AC: 14 (+6 natural, -1 Dex, -1 size), touch 8, flat-footed 14 Treasure: None
Base Attack/Grapple: +9/+17 Alignment: Usually neutral good
Attack: Large club +12 melee (2d8+6) Advancement: 4–8 HD (Huge), 9–12 HD (Gargantuan)
Full Attack: Large club +12/+7 melee (2d8+6) Level Adjustment: —
Space/Reach: 10 ft/10 ft Giant falcons have much in common with their eagle brethren,
Special Attacks: — but they are proportionately reduced in size. They are still formi-
Special Qualities: Regeneration (see text), cold subtype dable combatants and large enough to give opponents pause.
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 18, Dex 8, Con 17, Int 9, Wis 11, Cha 6 Combat
Skills: Climb +7, Jump +8, Listen +4, Spot +5 A giant falcon typically attacks from a great height, diving earth-
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved ward at tremendous speed. When it cannot dive, it uses its power-
Overrun, Power Attack, SnowshoesB ful talons and slashing beak to strike at its target’s head and eyes.
Environment: Cold plains, cold forest Blind (Ex): If a falcon strikes with its beak, its victim must
Organization: Solitary make a Reflex saving throw (DC 20) or lose one eye. Note that
Challenge Rating: 9 wearing a full helm with visor negates this ability.
Treasure: None
Alignment: Chaotic evil Skills: *Giant falcons receive a +4 racial bonus to Spot checks
Advancement: By character class during daylight hours.
Level Adjustment: —
Giant, Syvatogor
Ice giants are common in deep ice canyons. These large forms
are covered in ice so as to appear composed solely of it, although Gargantuan Giant
a humanoid form is slightly visible beneath; only rarely is a ice Hit Dice: 19d8+167 (252 hp)
giant mistaken for an ice elemental. Initiative: -1 (-1 Dex)
Speed: 60 ft
AC: 5 (-1 Dex, -4 size), touch 5, flat-footed 5
Combat Base Attack/Grapple: +14/+35
Ice giants are not very adept tacticians. They rely on brute force Attack: Slam +19 melee (1d8+13)
and their ability to regenerate to win them their battles. Full Attack: Slam +19/+14/+9 melee (1d8+13)
Regeneration (Ex): Acid deals normal damage to an ice giant, Space/Reach: 20 ft/20 ft
and fire deals normal damage as defined by the Cold Subtype. Special Attacks: —
The ice giant regrows body parts in 3d6 minutes, or instantly by Special Qualities: Spell-like abilities
holding the part to the stump. This ability only works in temper- Saves: Fort +17, Ref +5, Will +6
atures of freezing (32 degrees) or lower. Abilities: Str 28, Dex 8, Con 22, Int 10, Wis 11, Cha 10
Skills: Craft (mittens) +15, Intimidate +12, Listen +10 Spot +7
Giant Falcon Feats: Awesome Blow, Cleave, Endurance, Great Cleave,
Medium Magical Beast Improved Bull Rush, Improved Overrun, Power Attack
Hit Dice: 3d10 (16 hp) Environment: Cold forest
120
Monsters
Organization: Solitary Combat
Challenge Rating: 10 Golden ducks avoid combat and flee whenever possible.
Treasure: Standard
Egg-Laying (Su): Each day, a golden duck lays an egg. The first
Alignment: Always chaotic neutral
day, it lays a gold egg worth 10 gp. The second day, it lays a silver
Advancement: By character class
egg worth 5 gp. The third day, it lays a golden egg, and so on.
Level Adjustment: —
Wish Consumption (Su): On the belly of the golden duck is an
Svyatogors are massive, powerful beings, almost beyond com-
inscription. It explains that whoever eats the duck’s head will be
prehension in their dimensions. They are most distinguished by
king and that whoever eats it heart will spit gold. Should the
their enormous moustaches, from which they hang their mittens
duck be eaten, the duck’s corpse grants a wish.
to dry. They are known for striding the world at a whim. Occa-
sionally, travelers who help them may get a free ride. Some Svy-
atogors cherish their privacy and do not look kindly upon Construction
anyone revealing their location. They are prone to getting drunk, A golden duck costs 1,000 gp to create, including 200 gp for the
given the chance—which isn’t often, as it takes an entire city of body. This cost includes all the materials and spell components
alcohol to do so. that are consumed by or become a permanent part of the creation.
Creating the body requires a Craft (sculpture or masonry) check
Combat (DC of 24).
Svyatogors simply smash to bits anything that irritates them. Their
After the body is sculpted, it is animated through an extended
chaotic natures makes this course of action as likely as any other.
magical ritual that requires a 14th-level character with the Craft
Spell-like abilities: At will–water walk (self only), greater tele- Construct feat. This ritual requires a week to complete: The cre-
port, bull’s strength. All abilities are cast at 19th level and are self ator must labor for at least 8 hours each day in a specially pre-
only. pared laboratory or workroom, similar to an alchemist’s
laboratory and costing 500 gp to establish. If the creator is per-
Svyatogor Characters sonally constructing the creature’s body, the building and ritual
A svyatogor’s favored class is barbarian. can be performed together.
A character not actively working on the ritual must rest and can
Golden Duck perform no other activities except eating, sleeping, or talking. If he
Tiny Construct or she misses a day, the process fails, and the ritual must be started
Hit Dice: 2d10 (11 hp) anew; any gp spent on the failed ritual is lost (but not XP). The
Initiative: +2 (Dex) previously crafted body can be reused, as can the laboratory.
Speed: 10 ft., fly 30 ft. (good)
Completing the ritual requires casting wish and major creation
AC: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
on the final day of the ritual and drains 1000 XP from the cre-
Base Attack/Grapple: +1/-9
ator. He or she must cast the spells personally, but they can come
Attack: Bite +2 melee (1d4-1)
from outside sources, such as scrolls.
Full Attack: Bite +2 melee (1d4-1)
Space/Reach: 2 1/2 ft./0 ft. CL 14th; Craft Construct, wish, major creation, caster must be at
Special Attacks: — least 14th-level; Price 25000 gp; Cost 1000 gp + 1000 XP.
Special Qualities: Construct traits, eggs, wish consumption
Saves: Fort +0, Ref +2, Will +1 Golem (Copper Peasant)
Abilities: Str 6, Dex 15, Con —, Int 1, Wis 12, Cha 7 Small Construct
Skills: Spot +2, Listen +2, Swim +1 Hit Dice: 14d10+10 (87 hp)
Feats: Wingover Initiative: +1 (+1 Dex)
Environment: Cold forest Speed: 30 ft
Organization: Solitary AC: 17 (+1 Dex, +1 size, +5 natural), touch 12, flat-footed 16
Challenge Rating: 1/3 Base Attack/Grapple: +10/+6
Treasure: None Attack: Slam +8 melee (1d4)
Alignment: Always neutral Full Attack: Slam +8/+3 melee (1d4)
Advancement: — Space/Reach: 5 ft/5 ft
Level Adjustment: — Special Attacks: Sorcerous abilities
Special Qualities: Construct traits, darkvision 60 ft.
Golden ducks are actually constructs capable of making their Saves: Fort +4, Ref +5, Will +4
owners quite wealthy. Abilities: Str 10, Dex 12, Con —, Int 18, Wis 11, Cha 10
Skills: Concentration +14, Craft (Alchemy) +16, Knowledge
(Arcana) +21, Knowledge (any one) +14, Listen +8, Spellcraft
121
Frost and Fur
+21, Spot +8, Special Attacks: —
Feats: Craft Magic Arms and Armor, Craft Staff, Craft Wand, Special Qualities: magic immunity, damage reduction 10/bludg-
Craft Wondrous Item eoning, cold subtype, construct traits
Saves: Fort +3, Ref +2, Will +5
Environment: Cold forest
Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Organization: Solitary
Skills: Listen +9, Spot +9
Challenge Rating: 15
Feats: Blind-Fight, Die Hard, Endurance, Iron Will
Treasure: None
Alignment: Always neutral Environment: Cold land
Advancement: By character class Organization: Solitary
Level Adjustment: +4 Challenge Rating: 7
Treasure: None
This construct is small, made of copper, with iron hands and a
Alignment: Always neutral
steel head. They are highly coveted for their magical abilities,
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
but rarely created.
Level Adjustment: —
Copper peasants are accomplished sorcerers and have a sense of
Snowmen are golems made of snow. They are traditionally made
self, unlike other constructs. That sense of self includes self-
of two large balls of snow, with a carrot for a nose, buttons for
preservation. They loathe servitude and never forget a kindness.
eyes, branches for arms, and a hat of some sort.
They are especially fond of commoners and will often provide
magical assistance to them.
Combat
Snowmen attack mindlessly at the behest of their creator. Their
Combat
hats are a magical part of the snowman but are a dangerous vul-
Copper peasants fight with spells rather than their fists, given the
nerability as well.
choice.
Hat (Su): The snowman’s hat cannot be easily removed, but it
Sorcerous Abilities: Copper peasants cast spells as a 14th-level
can be destroyed, which destroys the golem. The hat has Hard-
Sorcerer. They move around with greater teleport and rely on cre-
ness 0, 20 hit points and confers a -8 circumstance penalty
ate food and drink as a reward to hungry peasants who assist them.
should a PC target it directly. If the hat is destroyed, the snow-
man immediately ceases animation. Attempting to strike the hat
Construction does provoke an attack of opportunity.
A copper peasant’s body is created from a pair of iron gauntlets,
a steel helmet, and a frame made of copper. The golem costs Magic Immunity (Ex): Snowmen are immune to all spells, spell-
80,000 gp to create, which includes 1,000 gp for the body. like abilities, and supernatural effects, except as follows. A move
Assembling the body requires a successful Craft (armor- snow spell drives the snowman back 120 feet and deals 3d12
smithing) check (DC 20). The creator must be 16th level and able points of damage to it. A disintegrate spell slows the snowman (as
to cast arcane spells. Completing the ritual drains 6,400 XP from the slow spell) for 1d6 rounds and deals 1d12 points of damage.
the creator and requires geas/quest, limited wish, polymorph any An avalanche cast directly at a clay snowman stops it from mov-
object, and M’s lucubration. ing that round and deals 5d10 points of damage. The snowman
gets no saving throw against any of these effects. It takes double
CL 16th; Craft Construct, geas/quest, limited wish, polymorph damage from fire spells. Spells that target the snowman’s hat have
any object, M’s lucubration, caster must be at least 16th level; normal effects.
Price 160000 gp; Cost 80000 gp + 6400 XP.
Construction
Copper Peasant Characters The golem costs 60,000 gp to create, including 1,500 gp for the
A copper peasant’s favored class is sorcerer. body and 30,000 gp for its hat, which can be reused. Creating the
body requires a successful Craft (sculpting or masonry) check
Golem (Snowman) (DC 15). The ritual requires a 16th-level creator who can cast
Medium Construct (Cold) divine spells. Completing the ritual drains 3,600 XP from the
Hit Dice: 9d10 (49 hp) creator and requires animate snow, create snow, control snow.
Initiative: -1 (-1 Dex) The creation is completed when the hat is placed on the snow-
Speed: 20 ft. (can’t run) man’s head.
AC: 21 (-1 Dex, +12 natural), touch 9, flat-footed 21
CL 16th; Craft Construct, animate snow, create snow, control
Base Attack/Grapple: +6/+11
snow, caster must be at least 16th level; Price 90000 gp; Cost
Attack: Slam +10 melee (1d6+5)
60000 gp + 3600 XP.
Full Attack: 2 Slams +10 melee (1d6+5)
Space/Reach: 5 ft/5 ft
122
Monsters
Combat
Teresnchka are fairly useless in combat but are fairly resistant to
damage. They make excellent spies.
Fire Vulnerability (Ex): A teresnchka takes double damage
from fire attacks unless the attack allows a save, in which case it
takes double damage on a failure and no damage on a success.
Skills: Teresnchka receive a +4 racial bonus to Climb.
Construction
A teresnchka costs 100 gp to create, including 20 gp for the body.
This cost includes all the materials and spell components that are
consumed by or become a permanent part of the creation.
Creating a teresnchka requires a Craft (carpentry) check (DC of
12).
After the wood is carved, it is animated through an extended
magical ritual that requires a 7th-level character with the Craft
Construct feat. This ritual requires a week to complete: The cre-
ator must labor for at least 8 hours each day in a specially pre-
pared bedroom, complete with cradle costing 500 gp to establish.
If the creator is personally constructing the creature’s body, the
Golem (Teresnhchka) building and ritual can be performed together.
Small Construct A character not actively working on the ritual must rest and can
Hit Dice: 1d10 (5 hp) perform no other activities except eating, sleeping, or
Initiative: +1 (+1 Dex) talking—he spends most of his day rocking the cradle and
Speed: 30 ft singing lullabies to the sculpture. If he or she misses a day, the
AC: 25 (+1 Dex, +1 size, +13 natural), touch 12, flat-footed 24 process fails, and the ritual must be started anew; any gp spent
Base Attack/Grapple: +0/-7 on the failed ritual is lost (but not XP). The previously crafted
Attack: Slam -2 melee (1d4-3) body can be reused, as can the laboratory.
Full Attack: Slam -2 melee (1d4-3) Completing the ritual requires casting animate objects on the
Space/Reach: 5 ft/5 ft final day of the ritual and drains 25 XP from the creator. He or
Special Attacks: — she must cast the spells personally, but they can come from out-
Special Qualities: fire vulnerability, DR 5/slashing, construct side sources, such as scrolls.
traits, darkvision
Saves: Fort +0, Ref +1, Will +0 CL 7th; Craft Construct, animate objects, caster must be at least
Abilities: Str 5, Dex 12, Con —, Int 10, Wis 11, Cha 10 7th-level; Price–NA (will never sell); Cost 100 gp + 25 XP.
Skills: Climb +6, Craft (any) +2, Listen +3, Spot +1
Feats: Endurance Guardian Doll
Environment: Cold forest, hills, mountains, plains Tiny Construct
Organization: Solitary Hit Dice: 2d10 (11 hp)
Challenge Rating: 1 Initiative: +2 (Dex)
Treasure: None Speed: 10 ft.
Alignment: Neutral AC: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Advancement: — Base Attack/Grapple: +1/-9
Level Adjustment: — Attack: Slam +2 melee (1d4-1)
Full Attack: Slam +2 melee (1d4-1)
Also known as a wood golem, teresnhchka are created by lonely Space/Reach: 2 1/2 ft./0 ft.
sorcerers who cannot otherwise bear children. Instead, they cre- Special Attacks: —
ate a child out of wood. Some sorcerers who have lost children Special Qualities: Construct traits, legend lore, light, protec-
to famine, disease, or combat will create a teresnchka, which is tion from evil
considerably hardier than a living child. Saves: Fort +0, Ref +2, Will +1
Abilities: Str 6, Dex 15, Con —, Int 12, Wis 12, Cha 10
Skills: Hide +15, Listen +6, Spot +6
Feats: Alertness
123
Frost and Fur
Environment: Cold forest Haugbui
Organization: Solitary
Medium Undead
Challenge Rating: ½
Hit Dice: 4d12 (26 hp)
Treasure: None
Initiative: +1 (+1 Dex)
Alignment: Always neutral
Speed: 30 ft
Advancement: —
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Level Adjustment: —
Base Attack/Grapple: +2/+7
This tiny construct is typically made to guard children. They Attack: Bite +7 melee (1d6+5)
council them, act as toys and playmates, and otherwise guard Full Attack: Bite +7 melee (1d6+5), 2 claws +5 melee
them from danger. It can speak and move under its own power, (1d4+2)
although it never does so in the presence of adults. Space/Reach: 5 ft/5 ft
Special Attacks: Foul stench, trollskap, improved grab
Combat Special Qualities: Darkvision 60 ft, scent, undead traits
Guardian dolls do not resort to melee if they can help it. Instead, Saves: Fort +1, Ref +2, Will +5
they use their powers to council and guide. They do have the abil- Abilities: Str 20, Dex 12, Con —, Int 11, Wis 13, Cha 15
ity to ward off evil however. They will guard their ward unto death. Skills: Balance +5,Climb +9, Hide +7, Listen +7, Move
Silently +5, Spot +5
Legend Lore (Su): Once a day, if the doll is fed in a make- Feats: Blind-Fight, Multiattack
believe fashion (i.e., at an imaginary tea party), it can answer
questions as a legend lore spell. Environment: Underground
Organization: Solitary
Light (Su): At will, the guardian doll can make its eyes glow Challenge Rating: 5
like candles, shedding the equivalent light of a light spell. Treasure: Double standard
Spell-like Abilities: The guardian doll can cast protection from Alignment: Neutral evil
evil(DC 10) and bless(DC 10) on its ward three times per day. Advancement: 4–6 HD (Medium)
Cast at 8th-level. Level Adjustment: —
The haugbui is a mound-dweller, a living corpse that makes its
Construction home in its own tomb. It is rarely encountered outside of it and
A guardian doll costs 120 gp to create, including 20 gp for the usually only threatens those who seek to violate its tomb. Grave
body. This cost includes all the materials and spell components robbers are its usual victims, but heroes who seek out particu-
that are consumed by or become a permanent part of the creation. larly rare magic items buried with their owners must sometimes
contend with haugbui as well.
Creating the body requires a Craft (carpentry) check (DC of 12).
The ketta (she-cat) is considered the “mother” of haugbui in the
After the body is sculpted, it is animated through an extended
sense that the creature can create such spawn by inhabiting
magical ritual that requires a 7th-level character with the Craft
mounds. Haugbui are stirred to undead life by a ketta’s presence.
Construct feat. This ritual requires a week to complete: The cre-
ator must labor for at least 8 hours each day in a specially pre-
pared laboratory or workroom, similar to an alchemist’s Combat
laboratory and costing 500 gp to establish. If the creator is per- In addition to teeth, claws and great strength, the haugbui can
sonally constructing the creature’s body, the building and ritual use “trollskap,” or evil magic, to defend its home.
can be performed together. Stench (Ex): The haugbui emits such a foul stench that it leaves
A character not actively working on the ritual must rest and can the living half-dead. Those within 10 feet must succeed at a Fort
perform no other activities except eating, sleeping, or talking. If he save (DC 14) or be wracked with nausea, suffering a -2 circum-
or she misses a day, the process fails, and the ritual must be started stance penalty to all attacks, saves, and skill checks for 1d6+4
anew; any gp spent on the failed ritual is lost (but not XP). The minutes.
previously crafted body can be reused, as can the laboratory. Improved Grab (Ex): When haugbui hits with its claws, it
Completing the ritual requires casting legend lore, light, bless, attempts to start a grapple as a free action without provoking an
and protection from evil on the final day of the ritual and drains attack of opportunity.
25 XP from the creator. He or she must cast the spells personally, Trollskap: The haugbui can cast spells as a 4th-level sorcerer.
but they can come from outside sources, such as scrolls.
CL 7th; Craft Construct, legend lore, light, bless, protection from Ice Drake
evil, caster must be at least 7th level; Price 620 gp; Cost 120 gp + Medium Dragon (Cold)
25 XP. Hit Dice: 4d12+4 (29 hp)
Initiative: +5 (Dex, +4 Improved Inititative)
124
Monsters
Speed: 30 ft., 40 ft. fly (average) Skills: Listen +11, Spot +5, Swim +9
AC: 13 (+2 natural, +1 Dex), touch 11, flat-footed 12 Feats: Awesome Blow, EnduranceB, Improved Overrun, Power
Base Attack/Grapple: +4/+5 Attack, RunB, Track
Attack: Claw +5 melee (1d6+2)
Environment: Cold forest or mountains
Full Attack: 2 Claws +5 melee (1d6+2)
Organization: Solitary or pair
Space/Reach: 5 ft/5 ft
Challenge Rating: 7
Special Attacks: Breath weapon
Treasure: None
Special Qualities: Heatsense, cold subtype
Alignment: Always neutral
Saves: Fort +5, Ref +5, Will +4
Advancement: 11–14 HD (Gargantuan)
Abilities: Str 12, Dex 13, Con 12, Int 11, Wis 10, Cha 11
Level Adjustment: —
Skills: Balance +8,Hide +8, Intimidate+7, Knowledge (nature)
+7, Listen +7, Spot +7 The kainkutho, or “god bear” is a massive creature, weighing
Feats: Flyby Attack, Improved Initiative over 5,000 lbs and growing up to 20 feet in length. Taller than a
brown bear, the kainkutho is not as heavily built, with limbs, par-
Environment: Cold mountains
ticularly the hind legs, that are longer and more slender. With a
Organization: Solitary, brace (2–4), flight (5–9)
relatively short face lacking a well-marked forehead, it has a
Challenge Rating: 3
short, broad muzzle resembling a lion.
Treasure: Standard
Alignment: Usually chaotic evil Unlike other bears, the kainkutho does not
Advancement: 5–6 HD (Medium) have a waddling gait. It has toes extending
Level Adjustment: —
Like its larger kin, the ice drake enjoys tormenting anyone it
catches in its territory. Resembling the white dragon covered
in an icy shell, the ice drake blends in well with its native envi-
ronment.
Combat
The ice drake uses hit-and-run tactics, including its breath
weapon to weaken and take down its targets.
Breath Weapon (Ex): Cone of ice shards, 20 feet; 1d6
cold damage. (Reflex DC 13 for half damage)
Heatsense (Ex): Ice drakes sense beings by their body heat.
Any invisible creature that does not block its body heat
gains no benefit from invisibility against the ice
drake.
Kainkutho
Huge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +3 (Dex)
Speed: 60 ft.
AC: 17 (-2 size, +3 Dex, +6 natural), touch
11, flat-footed 14
Base Attack/Grapple: +7/+23
Attack: Claws +13 melee (2d4+8)
Full Attack: 2 claws +13 melee (2d4+8), 1
bite +8 melee (2d8+4)
Space/Reach: 20 ft./10 ft.
Special Attacks: Improved grab, ferocity
Special Qualities: Low-light vision, scent,
sprint
Saves: Fort +7, Ref +13, Will +4
Abilities: Str 26, Dex 16, Con 19, Int 2,
Wis 12, Cha 10
125
Frost and Fur
straight forward, which enable the bear to generate bursts of Environment: Cold forest, hills, plains, and mountains
speed when necessary and to range over large areas for prey or Organization: Gang (2–4), squad (11–20 plus 2 3rd-level ser-
carcasses. geants and 1 leader of 3rd–6th level), or band (30–100 plus 1 3rd-
level sergeant per 10 adults, 5th-level lieutenants and 3 7th-level
The kainkutho is a rather solitary predator except for mothers
captains)
with cubs and during the mating period. The kainkutho preys on
Challenge Rating: 4
large herbivores, such as bison, muskoxen, caribou, deer, horses,
Treasure: Standard
and ground sloths.
Alignment: Neutral evil
Advancement: By character class
Combat Level Adjustment: +2
The kainkutho’s canine teeth allow a more secure grip on prey
and its giant razor sharp claws easily shred hair, hide, flesh, and Kam are the orcs of the Slavic world. They are brutish, worship
muscle tissue. foreign gods, and revel in war. Worse, they are nearly indestruc-
tible through mundane means. Kams look like dirty, unkempt
Improved Grab: When this creature hits with its claw, it humans and are otherwise indistinguishable. They have a patho-
attempts to start a grapple as a free action without provoking an logical hatred of other cultures and frequently wage war on their
attack of opportunity. neighbors, confident in their petrification and split abilities.
Ferocity (Ex): A kainkutho is such a tenacious combatant that it
continues to fight without penalty even while disabled or dying. Combat
The kams’ ability to replicate through combat makes them a foe
Sprint (Ex): Once an hour, a kainkutho can take a charge action
that warriors, even bogatyri, cannot simply defeat through brute
to move ten times its normal speed (600 ft.).
force. They will attempt to use their petrifying gaze first and then
close with opponents.
Kam
Medium Humanoid Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fort
Hit Dice: 2d8 (9 hp) save (DC 11).
Initiative: +0 Split (Ex): Weapons deal no damage to a kam. Instead the crea-
Speed: 20 ft ture splits into two identical kams, each with half the original’s
AC: 14 (+4 scale mail), touch 10, flat-footed 14 hit points (round down). A kam with only 1 hit point cannot be
Base Attack/Grapple: +1/+3 further split and is destroyed.
Attack: LongSword +3 melee (1d8+3/19–20)
Full Attack: LongSword +3 melee (1d8+3/19–20) Ketta
Space/Reach: 5 ft/5 ft
Large Outsider (Demon, Evil, Extra-Planar)
Special Attacks: —
Hit Dice: 7d8+21 (52 hp)
Special Qualities: Split, darkvision 60 ft, petrifying gaze
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Saves: Fort +3, Ref +3, Will +3
Speed: 40 ft
Abilities: Str 15, Dex 10, Con 11, Int 10, Wis 10, Cha 10
AC: 14 (+2 Dex, -1 size, +3 natural,), touch 11, flat-footed 12
Skills: Disguise +5, Listen +3, Spot +2
Base Attack/Grapple: +7/+17
Feats: Alertness
Attack: Bite +12 melee (1d8+6)
Full Attack: Bite +12 melee (1d8+6), 2 claws +10 melee
(1d6+3)
Space/Reach: 5 ft/10 ft
Special Attacks: Pounce, rake, improved grab, cre-
ate spawn
Special Qualities: Darkvision 60 ft, scent
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 23, Dex 15, Con 17, Int 10, Wis
14, Cha 10
Skills: Climb +16, Jump +16, Listen +12, Move
Silently +12, Search +10, Sense Motive +12, Spot
+12, Swim +16
Feats: Dodge, Improved Initiative, Multiattack
Environment: Underground
Organization: Solitary
Challenge Rating: 5
126
Monsters
Treasure: Double standard Level Adjustment: —
Alignment: Neutral evil
Kosmatushkas appear as incredibly powerful Clydestale-like
Advancement: 4–6 HD (Medium)
horses of larger-than-life proportions. They are kept by hags and
Level Adjustment: —
heroes as worthy steeds and are sometimes the objects of quests
The ketta (she-cat) is considered the “mother” of haugbui in the themselves. Its tail is extreme long and its mane reaches down to
sense that the creature can create such spawn by inhabiting its hooves. For bogatyrs, kosmatushkas are sometimes the only
mounds. Haugbui are stirred to undead life by a ketta’s presence. mounts that can carry their extreme weight.
They are extra terrestrial demonic forces that animate corpses for
Kosmatushkas can talk and are intelligent, extremely loyal
their own dark purposes.
beasts once tamed. They warn their riders of danger, look out for
their master’s best interests, and otherwise help however they
Combat can. They typically hide amongst other horses as broken down
Ketta have long claws and are even more formidable than nags or battered jades with their alter self ability.
haugbui.
Pounce (Ex): If a ketta gains initiative and leaps upon a foe dur- Combat
ing the first round of combat, it can make a full attack even if it Kosmatushkas do battle by biting and kicking with their power-
has already taken a move action. ful legs. A kosmatushka can fight while mounted, but the rider
cannot also fight unless he or she succeeds at a Ride check.
Improved Grab (Ex): When a ketta hits with its bite, it attempts
to start a grapple as a free action without provoking an attack of Flaming Bite (Su): A kosmatushka’s mouth streams flame, set-
opportunity. If it gets a hold, it can rake. ting combustible materials alight with a successful bite attack.
Rake (Ex): A ketta can make two rake attacks (+12 melee) Smoke (Su): During the excitement of battle, a kosmatushka
against a held creature with its hind legs for 1d4+3 damage each. ears roll out curls of smoke. This fills a 15-foot cone with a hot,
If the ketta pounces on an opponent, it can also rake. sulfurous smoke that chokes and blinds opponents. Anyone in
the cone must succeed at a Fort save (DC 16) or suffer a -2
Create Spawn (Su): Any humanoid, living or dead, which is
morale penalty to all attack and damage rolls until 1d6 minutes
bitten by a ketta can become a haugbui. Living humanoids that
after they leave the cone. The kosmatushka gains one-half con-
are slain by a ketta become a haugbui in 1d4 rounds. Corpses are
cealment against creatures 5 feet away and total concealment
similarly animated in 1d4 rounds. Spawn are under the com-
against creatures 10 feet away. The smoke does not obscure the
mand of the ketta that created them and remain enslaved until its
kosmatushka’s vision at all. The kosmatushka can suppress the
death. They do not possess any of the abilities they had in life.
smoke as a free action.
Kosmatushka Spell-Like Abilities: 1/day—T’s transformation (rider only),
Huge Magical Beast heroes feast, foresight (rider only), earthquake (DC varies by
Hit Dice: 6d10+72 (105 hp) effect); at will—alter self (to look like a battered jade), jump
Initiative: +5 (+1 Dex, +4 Improved Initiative) (self only). These abilities are cast at 16th-level.
Speed: 40 ft., fly 90 ft. (good) Carrying Capacity: A light load for a kosmatushka is up to 600
AC: 22 (+1 Dex, -2 size, +13 natural), touch 9, flat-footed 21 pounds; a medium load, 601-1,200 pounds; and a heavy load,
Base Attack/Grapple: +6/+22 1,201-1,800 pounds.
Attack: Hoof +12 melee (1d8+8)
Full Attack: 2 hooves +12 melee (1d8+8), bite +7 melee Mamaqa
(1d8+4 plus 1d4 fire)
Medium Outsider (Incorporeal)
Space/Reach: 10 ft/15 ft
Hit Dice: 5d8+5 (27 hp)
Special Attacks: Flaming bite, smoke, spell-like abilities
Initiative: +4 (+4 Improved Initiative)
Special Qualities: Low-light vision, scent
Speed: 30 ft, fly 60 ft. (good)
Saves: Fort +10, Ref +6, Will +3
AC: 10, touch 10, flat-footed 10
Abilities: Str 26, Dex 12, Con 20, Int 13, Wis 13, Cha 16
Base Attack/Grapple: +5/+6
Skills: Listen +6, Move Silently +3, Search +6, Sense Motive
Attack: Incorporeal touch +5 melee (1d4+1)
+6, Spot +6, Survival +6
Full Attack: Incorporeal touch +5 melee (1d4+1), disease
Feats: Alertness, Improved Initiative, Run
throw +5 ranged touch (cause disease)
Environment: Cold forest, hills, plains, and mountains Space/Reach: 5 ft/5 ft
Organization: Solitary Special Attacks: Disease Touch
Challenge Rating: 8 Special Qualities: Incorporeal
Treasure: Standard Saves: Fort +5, Ref +4, Will +4
Alignment: Usually neutral (any) Abilities: Str 12, Dex 10, Con 12, Int 10, Wis 11, Cha 10
Advancement: 7–10 HD (Huge) Skills: Hide +12, Intimidate +10, Listen +12, Search +10,
127
Frost and Fur
Sense Motive +10, Spot +10 Saves: Fort +7, Ref +4, Will +4
Feats: Combat Reflexes, Improved Initiative Abilities: Str 20, Dex 10, Con 16, Int 10, Wis 11, Cha 10
Skills: Concentration +9, Craft (any one) +5, Diplomacy +4, Heal
Environment: Any land
+6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge
Organization: Solitary
(planes) +8, Listen +5, Spellcraft +4, Spot +5, Survival +5
Challenge Rating: 5
Feats: Improved Initiative, Track
Treasure: None
Alignment: Neutral evil Environment: Any land
Advancement: 6–10 HD (Medium) Organization: Solitary
Level Adjustment: — Challenge Rating: 8
Treasure: Standard
This wicked spirit can catch other,
Alignment: Usually neutral (any)
invisible disease spirits that fly
Advancement: By character class
through the air. These “worm
Level Adjustment: —
diseases” are then launched
at his enemies. Those Mishtapeuat comprise a class of giant beings, neither human nor
stricken by the dis- animal, that eat only organ meats and do not excrete. They have
eases die slow, special powers to predict the future, heal the sick, and kill. They
agonizing are divided into benevolent and malevolent beings that are con-
deaths. stantly at war with one another as well as with other spirits.
Their chief, Utshimau-mishtapeu, is good aligned, and protects
the Inuit against evil spirits.
The mishtapeuat act as interpreters for angakoq and help trans-
late the language of other spirits in the shaking tent ceremony
(see New Spells). When a mishtapeu wishes to contact someone
outside of the ceremony, it speaks through dreams. Mishtapeuat
are summoned by the summon nature’s ally v spell. Mishtapeuat
are respectfully addressed as “grandfather or grandmother” due
to their beneficial relationship with the Inuit. Certain mish-
tapeuat communicate with their favorites and establish a direct
and permanent relationship between them.
Combat The mishtapeuat inhabit another plane, called Tshishtashka-
Mamaqa do not occur naturally in the wild. Instead, they are muku, which resembles the Prime Material Plane. It has lakes,
summoned by rival angakoqs to eliminate their enemies or bays, mountains and the same vegetation. However, Tshish-
wreak havoc on a village that has offended them. Mamaqa are tashkamuku is populated with giant fauna and non-human beings
responsible for many plagues that have wiped out entire villages. and is hostile enough that make it an extremely dangerous place
Disease Throw (Su): This ranged touch attack requires the for normal humans to visit.
mamaqa to hurl worm-like disease spirits at its foes. On a suc-
cessful hit, a random disease strikes the victim. Roll d10 to Combat
determine which disease: 1 blinding sickness, 2 cackle fever, 3 Good-aligned mishtapeuat attack evil mishtapeuat on sight, but
demon fever, 4 devil chills, 5 filth fever, 6 mindfire, 7 mummy only they can tell the difference. For the more mundane beings,
rot, 8 red ache, 9 shakes, 10 slimy doom. alignment detection abilities are necessary.
Spell-Like Abilities: At will—invisibility, tongues; 1/day—div-
Mishtapeu ination, dream, heal, and slay living (DC 15). These abilities are
Large Outsider (Incorporeal) as the spells cast at 9th-level.
Hit Dice: 5d8 (22 hp)
Initiative: +4 (+4 Improved Initiative) Morozko
Speed: 30 ft
Medium Elemental (Cold)
AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Hit Dice: 4d8+4 (22 hp)
Base Attack/Grapple: +5/+14
Initiative: +0
Attack: Shortspear +4 melee (1d6+7/x3)
Speed: 100 ft. (perfect)
Full Attack: Shortspear +4 melee (1d6+7/x3)
AC: 18 (+8 natural), touch 10, flat-footed 18
Space/Reach: 5 ft/10 ft
Base Attack/Grapple: +3/+4
Special Attacks: Spell-like abilities
Attack: Slam +4 melee (1d6+1)
Special Qualities: SR 18, incorporeal
Full Attack: Slam +4 melee (1d6+1)
128
Monsters
Fast Healing (Ex): A morozko heals 2 points of damage each
round, but only if it is touching a piece of ice of at least Tiny size
or if the ambient temperature is freezing or below.
Quench (Ex): A morozko’s touch puts out torches, campfires,
exposed lanterns, and other open flames of nonmagical origin if
these are of Large size or smaller. The creature can dispel magi-
cal fire it touches as dispel magic cast at 6th-level.
Mummy, Aleutian
Medium Undead (Cold)
Hit Dice: 6d12+3 (42 hp)
Initiative: +0
Speed: 20 ft
AC: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d6+1)
Space/Reach: 5 ft/5 ft Full Attack: Slam +4 melee (1d6+1)
Special Attacks: Quench, breath weapon, spell-like abilities Space/Reach: 5 ft/5 ft
Special Qualities: Elemental traits, fast healing, cold subtype, Special Attacks: —
darkvision 60 ft Special Qualities: Cold subtype, undead traits, damage reduc-
Saves: Fort +2, Ref +1, Will +1 tion 5/—
Abilities: Str 12, Dex 10, Con 12, Int 10, Wis 11, Cha 10 Saves: Fort +4, Ref +2, Will +5
Skills: Listen +7, Spot +7 Abilities: Str 12, Dex 10, Con —, Int 10, Wis 11, Cha 10
Feats: Cleave, Power Attack Skills: Hide +9, Listen +11, Move Silently +9, Spot +11
Feats: Alertness, Great Fortitude, Toughness
Environment: Cold forest, cold plains, cold mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5–7 HD (Medium)
Level Adjustment: —
Morozkos are capricious beings and, like the freezing weather
they are so fond of, kill and spare commoners seemingly on a
whim. They appear as ghostly snowmen, with limbs made of
twigs patched together with snow and ice.
Combat
Morozkos are not above attacking without provocation, but they
are equally likely to become enchanted by a beautiful woman.
Morozkos are dangerous opponents, capable of attacking invisi-
bly, immune to many attacks, and drenching their foes in shards
of ice.
Breath Weapon (Su): Cone of ice shards, 15 ft., every 1d4
rounds; damage 4d6, Reflex half DC 16. Living creatures that
fail their saves are tormented by frostbitten skin and frozen eyes
unless they are immune to or protected from cold. This imposes
a -4 morale penalty to AC and a -2 morale penalty to attack rolls
for 3 rounds.
Spell-Like Abilities: At will-invisibility; 1/day-chill metal
(DC12) cast at 6th-level.
129
Frost and Fur
Environment: Cold plains Combat
Organization: Solitary, pair (husband and wife) or family (3–5) Bull muskoxen have heavily armored skulls built for charging,
Challenge Rating: 2 with four inches of horn and three inches of bone directly over
Treasure: Standard the brain. When danger approaches, every muskoxen tries to
Alignment: Usually neutral (any) face the source of the threat. If only one predator is nearby, the
Advancement: 7–12 HD (Medium) defense formation takes the form of a line. If several predators
Level Adjustment: — surround the group, as with a wolf pack, the formation becomes
The Aleuts have considerable knowledge of human anatomy a compact circle with all muskoxen facing outward. Occasion-
because they mummify the corpses of important people. They ally, one or more animals will charge the predator.
achieve mummification by removing the viscera, washing the Stampede (Ex): A frightened herd of muskoxen flees as a group
body in a cold stream, and stuffing it with oiled sphagnum moss in a random direction (but always away from the perceived
for preservation. The bodies of children are also treated in this source of danger). They literally run over anything of size Large
way. Mummies are wrapped in sealskins, tightly tied, and laid to or smaller that gets in their way, dealing 1d12 points of damage
rest in caves or even in a special compartment of the family for each five muskoxen in the herd. A successful Reflex save
dwelling. (DC 16) halves the damage.
Charge (Ex): A muskox typically begins a battle by charging at
Combat an opponent, lowering its head to bring its mighty horns into
Aleutian mummies will not normally attack unless their resting play. In addition to the normal benefits and hazards of a charge,
place is disturbed. this allows the beast to make a single gore attack that deals
4d6+6 points of damage.
Muskox
Large Animal Nykur
Hit Dice: 4d8+12 (30 hp) Large Fey (Cold, Aquatic, Shapechanger)
Initiative: +1 (+1 Dex) Hit Dice: 5d6+5 (22 hp)
Speed: 40 ft Initiative: +1 (+1 Dex)
AC: 15 (+1 Dex, -1 size, +5 natural), touch 10, flat-footed 14 Speed: 40 ft
Base Attack/Grapple: +3/+11 AC: 14 (+1 Dex, -1 size, +4 natural), touch 10, flat-footed 13
Attack: Gore +6 melee (1d8+6) Base Attack/Grapple: +2/+6
Full Attack: Gore +6 melee (1d8+6) Attack: Slam +1 melee (1d4)
Space/Reach: 10 ft/5 ft Full Attack: Slam +1 melee (1d4)
Special Attacks: Stampede, charge Space/Reach: 10 ft/5 ft
Special Qualities: Low-light vision, scent Special Attacks: Spell-like abilities
Saves: Fort +7, Ref +5, Will +1 Special Qualities: Shapechanger subtype, symbiosis, icewalk-
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 10 ing, cold subtype, aquatic subtype, turnable
Skills: Listen +8, Spot +3 Saves: Fort +2, Ref +5, Will +5
Feats: Alertness, Endurance, Hot BloodedB, Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Environment: Cold plains Skills: Animal Empathy +8, Bluff +9, Hide +7, Listen +12,
Organization: Solitary, harem (6–16), or herd (16–75) Move Silently +10, Spot +12
Challenge Rating: 2 Feats: Dodge, Ride-By Attack
Treasure: None Environment: Cold marsh
Alignment: Always neutral Organization: Solitary
Advancement: — Challenge Rating: 4
Level Adjustment: — Treasure: None
The muskox is called “omingmak” by the Inuit, which means Alignment: Neutral evil
“the animal with skin like a beard,” a reference to the long guard Advancement: 6–7 HD (Large)
hair that hangs nearly to the ground. Muskoxen are stocky, long- Level Adjustment: —
haired animals with a slight shoulder hump and a very short tail. The nykur appears as a grey-colored horse, but its ears and
Both sexes have horns that develop large bases and nearly span hooves are turned backwards, with the fetlock in front. It also
the entire forehead. Coloration is generally dark brown with has a bladder under its left haunch. It is found near water and
creamy-colored hair on the “saddle,” forehead, and legs. lures the unsuspecting to a watery grave.
Muskoxen have cloven hooves, all four of which are the same
size. Mature bulls are about 5 feet high at the shoulder and weigh
600 to 800 pounds.
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Monsters
Combat like a frozen rock formation crept up on them and numbed them
The nykur initially acts docile, tempting people to mount and before they knew it.
ride across difficult waterways. But as soon as the rider climbs The freezescum is an unusual creature; an ooze that can solidify
upon the beast’s back, the nykur dives into the water, dragging for greater protection. It looks like nothing other than a large
the rider with him. frozen mass.
Shapechange (Su): Although its favorite form is a horse, the
th
nykur can shapechange (as per the spell cast at 18 -level) into Combat
anything except lambswool and peeled barley. A freezescum will attack mindlessly, attempting to slam and
Turnable (Su): Nykurs loathe religious symbols and can be grapple its opponent in order to numb them.
turned as if they were 5 HD undead. If it is successfully turned, Numbing Agent (Ex): Any creature struck by the freezescum’s
the nykur is subdued and can be used as a mount. slam attack must make a Fortitude save (DC 15) or suffer 1d4
Neigh (Ex): The nykur can neigh, causing any icy surface to points of temporary Dexterity damage. Any creature that is grap-
quake as the earthquake (DC varies by effect) spell cast at 5th level. pled by a freezescum must make this save or suffer the same
damage each round.
Icewalking (Ex): This ability works like the spider climb spell,
but the surfaces the nykur climbs must be icy. It is always in Freeze Skin (Ex): The freezescum may, as a full round action,
effect. freeze its outer surface, giving it a +5 bonus to its AC. This lasts
1d4 rounds and cannot be used for 1d4 rounds after it ends.
Spell-Like Abilities: A nykur can use charm person three times While it is frozen like this, the freezescum cannot take any
per day, cast at 4th-level. Targets must succeed at a Will save (DC actions.
12) or be charmed for 4 hours.
Symbiosis (Su): Each nykur is mystically bound to a single Penguin
body of water and must never stray more than 300 yards from it. Tiny Animal
Any who do become ill and die within 4d6 hours. A nykur’s Hit Dice: 1d8+3 (7 hp)
water does not radiate magic. Initiative: +1 (+1 Dex)
Speed: 10 ft, Swim 40 ft.
Ooze, Freezescum AC: 12 (+1 Dex, +1 size), touch 12, flat-footed 11
Small Ooze (Cold) Base Attack/Grapple: +0/-10
Hit Dice: 2d10+5 (16 hp) Attack: Peck -1 melee (1d2-2)
Initiative: -5 (Dex) Full Attack: Peck -1 melee (1d2-2)
Speed: 10 ft. Space/Reach: 2.5 ft/0 ft
AC: 7 (+1 size, +1 natural, -5 Dex), touch 6, flat-footed 7 Special Attacks: —
Base Attack/Grapple: +1/-2 Special Qualities: Low-light vision, scent
Attack: Slam +3 melee (1d4+1) Saves: Fort +5, Ref +3, Will +0
Full Attack: Slam +3 melee (1d4+1) Abilities: Str 6, Dex 12, Con 17, Int 2, Wis 11, Cha 4
Space/Reach: 5 ft/5 ft Skills: Listen +1, Spot +1, Swim +10*
Special Attacks: Numbing agent Feats: Endurance, Hot BloodedB
Special Qualities: Freezekin, cold subtype Environment: Cold aquatic
Saves: Fort +6, Ref +0, Will +0 Organization: Solitary, pair, rookerie (3 to 1,000)
Abilities: Str 12, Dex 1, Con 10, Int -, Wis 1, Cha 1 Challenge Rating: 1/4
Skills: Listen +0, Spot +0 Treasure: None
Feats: Snowshoes Alignment: Always neutral
Environment: Cold plains Advancement: 2–3 HD (Small)
Organization: Solitary Level Adjustment: —
Challenge Rating: 2 Flightless birds, penguins are superbly designed for cold weather,
Treasure: None flying underwater with great skill. Their compact bodies can pro-
Alignment: Always neutral pel them at speeds up to 25 miles per hour. While ashore pen-
Advancement: 3–4 HD (Small) guins are awkward, waddling and hopping over rocks. When on
Level Adjustment: — snow they sometimes push themselves along on their stomachs.
Frozen forms are common in deep ice canyons. These large To withstand the harsh conditions, a thick layer of blubber and a
forms are covered in ice so as to appear composed solely of it, dense network of waterproof plumage insulate penguins. Pen-
although a humanoid form is slightly visible beneath; only rarely guins’ bones are solid and heavy, which help them in frigid
is a frozen form mistaken for an ice elemental. Many adventur- underwater conditions. Some species can reach depths of 1000
ers have been caught unawares in icy caves when what looked feet or more and stay submerged for up to 25 minutes.
131
Frost and Fur
Penguins breed in large, dense colonies called ‘rookeries’, some Combat
with 180,000 or more birds. They can be detected from miles Seals are comparatively wary and difficult to approach openly.
away due to the incessant chattering and stench that surrounds They form large aggregations on the ice and at favored locations
such a massive concentration of penguins. on lands. Several thousand seals may be camped out together in
these areas.
Combat Skills: *A pinneped receives a +8 racial modifier to any Swim
Penguins have no predators on land, so they have no natural fear checks and may choose to take a 10 even if rushed or hurried.
of humans.
Skills: *A penguin receives a +8 racial modifier to any Swim Pinniped, Sea Lion
checks and may choose to take a 10 even if rushed or hurried. Large Animal
Hit Dice: 4d8+12 (30 hp)
Pinniped, Seal Initiative: +1 (+1 Dex)
Medium Animal Speed: 10 ft, swim 30 ft
Hit Dice: 3d8+3 (16 hp) AC: 16 (+1 Dex, -1 size, +6 natural), touch 10, flat-footed 15
Initiative: +2 (+2 Dex) Base Attack/Grapple: +3/+11
Speed: 10 ft, swim 40 ft Attack: Bite +6 melee (2d8+4)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Full Attack: Bite +6 melee (2d8+4), slam +1 melee (1d6+2)
Base Attack/Grapple: +2/+2 Space/Reach: 10 ft/5 ft
Attack: Bite +2 melee (1d4) Special Attacks: —
Full Attack: Bite +2 melee (1d4), slam -3 melee (1d4) Special Qualities: Low-light vision, scent
Space/Reach: 5 ft/5 ft Saves: Fort +7, Ref +5, Will +1
Special Attacks: — Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 10
Special Qualities: Low-light vision, scent Skills: Listen +3, Spot +1, Swim +14*
Saves: Fort +4, Ref +5, Will +1 Feats: Endurance, Hot BloodedB, Skill Focus (Swim)
Abilities: Str 10, Dex 14, Con 12, Int 2, Wis 11, Cha 10 Environment: Cold aquatic
Skills: Listen +2, Spot +1, Swim +14* Organization: Solitary, pair,
Feats: Endurance, Hot BloodedB, Skill Focus (Swim) Challenge Rating: 2
Environment: Cold aquatic Treasure: None
Organization: Solitary, pair, herd (3 to 200) Alignment: Always neutral
Challenge Rating: 1 Advancement: —
Treasure: None Level Adjustment: —
Alignment: Always neutral Sea lions differ from other seals in that sea lions have external
Advancement: ears and rear flippers that turn forward allowing them to “walk”
Level Adjustment: — with a gait similar to land mammals. They are called sea lions
Very large seals may be as heavy as 270 pounds, but most physi- because they resemble the terrestrial lion. Large adult male sea
cally mature adults of both sexes weigh between 180 to 240 lions have disproportionately large necks and shoulders. This,
pounds. Length of grown seals is between 56 to 67 inches. The coupled with longer, coarser hair on the neck and shoulders,
snout of seals is somewhat elongated, resembling that of most gives them the appearance of having manes, as do lions.
dogs. The maximum life span of seals is about 35 years, At birth, the sea lion pup’s coat is chocolate brown with a frosty
although few live beyond the age of about 25. appearance because the tips of the hair are colorless. Color grad-
Principal foods are schooling fishes, although the total array of ually lightens as the animal ages and periodically molts. Most
foods is quite varied, including cod, sand lance, sculpins, flatfishes, adult females are a yellowish, cream color on the back, although
cephalapods, and a variety of shrimps. Along the coast seals feed some remain darker. Nearly all males stay darker on the front of
on herring, capelin, saffron cod, some salmon and smelt. the neck and chest; some are even a reddish color. The average
weight of an adult male is 1,245 pounds, and the body length
When encountered in groups, seals make a variety of sounds averages 10 2/3 feet.
describable as growls, barks, moans, and roars. Individuals in
molting groups give the appearance of being rather continuously Sea lions gather on well defined, traditionally used rookeries to
agitated, though they are not in bodily contact with nearby seals. pup and breed. Males defend individual territories from approxi-
On land and ice, seals move about in the typical wriggling or mately mid-May through mid-July. They mate with females that
inchworm locomotion. give birth, and then come into estrus in their territory.
As marine carnivores, sea lions eat a wide variety of fish such as
pollock, flounder, herring, capelin, Pacific cod, salmon, rockfish,
sculpins, and invertebrates such as squid and octopus. Most of
132
Monsters
the top-ranked prey of sea lions is off-bottom, schooling species. Combat
Feeding occurs from the intertidal zone to the continental shelf, The tusks are used for fighting, for climbing on both land and
and sea lions are considered top-level consumers. ice, and for emergencies of various kinds. The tusks are as effec-
Skills: *A pinneped receives a +8 racial modifier to any Swim tive as a pickaxe. Tusks are used a great deal in mutual display,
checks and may choose to take a 10 even if rushed or hurried. with the strongest animals (usually with the largest tusks) being
dominant over the others. When animals on an ice floe are dis-
Pinniped, Walrus turbed, which happens frequently, they will raise their heads
high, prominently showing their tusks. Animals with smaller
Large Animal tusks will usually move away or become respectfully quiet. The
Hit Dice: 6d8+18 (45 hp) only serious battles (and these are quite brutal) are between ani-
Initiative: +1 (+1 Dex) mals of the same body and tusk size.
Speed: 10 ft, swim 30 ft
AC: 15 (+1 Dex, -1 size, +5 natural), touch 10, flat-footed 14 Cows will not abandon their calves, and vice versa. Walruses,
Base Attack/Grapple: +4/+12 especially young males, will push dead and badly wounded ani-
Attack: Bite +7 melee (2d8+4) mals off an ice floe, out of the reach of the hunters. They will
Full Attack: Bite +7 melee (2d8+4), slam +2 melee (1d6+2) frequently return to an ice floe for as long as wounded animals
Space/Reach: 10 ft/5 ft continue to bellow.
Special Attacks: — Skills: *A pinneped receives a +8 racial modifier to any Swim
Special Qualities: Low-light vision, scent checks and may choose to take a 10 even if rushed or hurried.
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 10 Rusalka
Skills: Listen +4, Spot +2, Swim +14*
Medium Undead (Water)
Feats: Endurance, Hot BloodedB, Power Attack, Skill Focus
Hit Dice: 2d12 (13 hp)
(Swim)
Initiative: +4 (+4 Improved Initiative)
Environment: Cold aquatic Speed: 30 ft., swim 30 ft
Organization: Solitary, pair, herd (10–100) AC: 10, touch 10, flat-footed 10
Challenge Rating: 4 Base Attack/Grapple: +1/+2
Treasure: None Attack: Dagger +2 melee (1d4+1/19–20)
Alignment: Always neutral Full Attack: Dagger +2 melee (1d4+1/19–20)
Advancement: — Space/Reach: 5 ft/5 ft
Level Adjustment: — Special Attacks: Spell-like abilities
Walruses are the largest pinnipeds in arctic and subarctic seas. Special Qualities: Symbiosis, undead traits, water subtype
They are most commonly found in relatively shallow water Saves: Fort +0, Ref +0, Will +5
areas, close to ice or land. Walruses are most noteworthy for Abilities: Str 12, Dex 10, Con —, Int 14, Wis 15, Cha 18
their huge tusks. These tusks, which are elongated upper canine Skills: Knowledge (any one) +4, Escape Artist +5, Hide +5,
teeth, are present in both males and females. The body form is Listen +7, Move Silently +5, Sense Motive +5, Spot +4, Swim
basically like a sea lion, and they have flexible hind flippers that +8*, Survival +5
can be rotated forward, a thick, heavy neck, and a broad muzzle Feats: Improved Initiative
that bears a heavy, bristly moustache. Adult bulls often approach Environment: Any freshwater aquatic
2 tons in weight, and the females may exceed 1 ton. Their larger Organization: Solitary or group (4–7)
size, broad muzzle, heavy tusks, and the presence of numerous Challenge Rating: 1
large bumps on the neck and shoulders can identify adult bulls. Treasure: Standard
Walruses feed mainly on bottom-dwelling invertebrates. Major Alignment: Usually neutral evil
food items include several different kinds of clams. Only the Advancement: 3–4 HD (Medium)
fleshy parts are eaten. It is believed that these parts are torn away Level Adjustment: —
from the rest of the clam by strong suction, a method of feeding These beautiful longhaired maidens were once girls who
for which the mouth of the walrus is ideally designed. The drowned, were strangled, committed suicide, or didn’t receive a
mouth of a walrus is narrow, with an unusually high roof, strong proper burial. Rusalki of southern rivers are attractive and warm,
thick lips that are not deeply cleft along the side of the face, and while those from the northern rivers are stern, cruel, even ugly.
a thick piston-like tongue. Other food items include snails, crabs, Both versions have exceptionally translucent and pale skin.
shrimps, worms, and occasionally seals. Walruses usually find Rusalki beg for bits of white linen from humans and then dance
food by brushing the sea-bottom with their broad, flat muzzles. magical dances that help plants grow and mature. They can be
appeased by offerings of pancakes, alcohol and red eggs.
133
Frost and Fur
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Spell immunity, natural invisibility, vulner-
able to atonement, undead traits, incorporeal, natural invisibil-
ity, fire subtype, blindsight
Saves: Fort +3, Ref +12, Will +4
Abilities: Str 4, Dex 29, Con -, Int 15, Wis 7, Cha 12
Skills: Bluff +11, Escape Artist +17, Hide +25, Listen +8,
Search +14, Sense Motive +6, Spot +6, Survival +2
Feats: Dodge, Improved Initiative, Mobility, Spring Attack
Environment: Cold forest
Organization: Solitary or string (2–4)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic neutral
Advancement: 10–18 HD (Small)
Level Adjustment: —
Ruskaly are believed to be the unborn souls of children who
were not baptized or claimed by a particular religion. Their souls
lost and without guidance, they roam the cold forests of Torassia.
Ruskaly appear as small flickering balls of flame that dart in
and out of dark woods. They sometimes play and dance with
each other, as children do, and at these times childlike laughter
can be heard.
Combat
Rusalki are known to kidnap humans, attempting to lure children Combat
into the water with baskets of food. And yet, what all rusalki For the most part, Ruskaly are harmless. Should someone physi-
really want is a young man. In order to get one, they will venture cally attack or shout at them, or should a holy symbol be pre-
from their watery domains to call out to them. Rusalki have been sented (even on a shield, on a church, etc.), ruskaly react with
known to tickle to death those who do not respond to their extreme violence. Crying and wailing like children throwing a
charms. tantrum, their full wrath is horrible to behold. They will set every
living thing within reach on fire, burn down churches and holy
Spell-like Abilities (Su): Three times per day, rusalka can cast places until nothing living is left in the area.
control water, T’s uncontrollable hideous laughter (DC 16),
plant growth, and water breathing cast at 7th-level. A rusalka can Blindsight: Using nonvisual senses, such as sensitivity to vibra-
also use charm person three times per day, as cast by a 4th-level tions, scent, acute hearing, or echolocation, the creature maneu-
sorcerer; targets must succeed at a Will save (DC 15) or be vers and fights as well as sighted creatures. Invisibility and
charmed for 4 hours. darkness are irrelevant, though the creature still can’t discern
ethereal beings. The creature does not need to make Spot or Lis-
Symbiosis (Su): Each rusalka is mystically bound to a single body ten checks to notice creatures within 60 ft..
of water and must never stray more than 300 yards from it. If she
does, she disintegrates into a puddle of water within 4d6 hours. Burn (Ex): Those hit by a ruskaly’s touch attack must succeed at
a Reflex save (DC 11) or catch fire. The flame burns for 1d4
Skills: *A rusalka receives a +8 racial modifier to any Swim rounds. Creatures hitting a ruskaly with natural weapons or
checks and may choose to take a 10 even if rushed or hurried. unarmed attacks take fire damage as though hit by the rusakaly’s
attack, and also catch fire unless they succeed at a Reflex save
Ruskaly (DC 11).
Small Undead (Fire)
Natural Invisibility (Ex): A startled or frightened ruskaly can
Hit Dice: 9d12 (58 hp)
extinguish its glow, effectively becoming invisible as the spell.
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect) Vulnerable to Atonement (Ex): Ruskaly are misguided souls
AC: 21 (+1 size, +9 Dex, +1 deflection), touch 21, flat-footed 12 who want to be saved, they just haven’t been claimed by any
Base Attack/Grapple: +6/-1 religion. It costs 500 experience points to redeem ruskaly, which
Attack: Incorporeal touch +5 melee touch (1d4 plus 1d4 fire) slays them instantly.
Full Attack: Incorporeal touch +5 melee touch (1d4 plus 1d4 fire)
134
Monsters
Senmurv Space/Reach: 30 ft./10 ft. (80 ft. with tentacle)
Special Attacks: Quake slam
Large Bagical Beast
Special Qualities: Jet, low-light vision, spell-like abilities
Hit Dice: 7d10+21 (59 hp)
Saves: Fort +18, Ref +12, Will +16
Initiative: +2 (Dex)
Abilities: Str 32, Dex 10, Con 30, Int 21, Wis 20, Cha 10
Speed: 30 ft., fly 80 ft. (average)
Skills: Climb +22, Concentration +25, Escape Artist +15, Hide -
AC: 17 (-1 size, +2 Dex, +6 -natural), touch 11, flat-footed 15
2, Knowledge (any 2) +10, Listen +22, Move Silently +12, Spot
Base Attack/Grapple: +5/+13
+18, Swim +37
Attack: Bite +8 melee (1d6+4)
Feats: Alertness, Blind-Fight, Greater Fortitude, Improved Ini-
Full Attack: Bite +8 melee (1d6+4), 2 claws +3 melee (1d4+2)
tiative, Improved Trip, Iron Will
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce Environment: Cold aquatic
Special Qualities: Low-light vision, scent, spell-like abilities Organization: Solitary
Saves: Fort +8, Ref +7, Will +3 Challenge Rating: 9
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Treasure: Double standard
Skills: Jump +9*, Knowledge (arcane) +2, Listen +3, Spot +5, Alignment: Usually neutral evil
Survival +2 (+10 if tracking by scent)* Advancement: 16–19 HD (Gargantuan), 20–26 (Colossal)
B
Feats: Alertness, Fly-By Attack, Skill Focus (Jump), Track Level Adjustment: —
Environment: Cold forest In the icy sea, massive creatures slide among the ice, shaking the
Organization: Solitary, pair, or pack (6-10) massive blocks as they pass. Anyone foolish enough to venture
Challenge Rating: 6 onto the ice invites an attack by the shatter kraken.
Treasure: None
Alignment: Always neutral good Combat
Advancement: 8–10 HD (Large); 11–21 HD (Huge) Shatter krakens usually rely on their massive physical attacks,
Level Adjustment: — occasionally slamming the surface its prey stands on to disrupt
Senmurv are curious creatures covered in scales, with the their defenses.
forepaws and head of a dog, an eagle’s wings, and hindquarters Quake slam (Ex): The shatter kraken can slam any icy surface
consisting only of a peacock’s tail. with its tentacles, causing the surface to quake as the earthquake
Senmurv are benevolent beings, and they have an innate sense (DC varies by effect) spell cast at 17th level.
about whom they should help and who wishes them ill. They Jet (Ex): The shatter kraken can jet backward once per round as
understand Common, but do not speak it. They can communi- a double move action, at a speed of 280 feet.
cate amongst each other with yips and howls.
Spell-like abilities: 1/day—control weather, control winds (DC
15), resist energy. These are cast at 9th -level.
Combat
Senmurv prefer to pounce on their prey, leaping from a tree branch. Skills: *A kraken receives a +8 racial modifier to any Swim
checks and may choose to take a 10 even if rushed or hurried.
Pounce (Ex): If a senmurv dives or leaps upon a foe during the
first round of combat, it can make a full attack even if it has
already taken a move action.
Shmat Razum
Large Elemental (Air)
Skills: Senmurvs receive a +4 racial bonus to Jump checks. Hit Dice: 8d8+16 (52 hp)
*They also receive a +8 racial bonus to Survival checks when Initiative: +8 (+4 Dex, +4 Improved Initiative)
tracking by scent. Speed: 30 ft., fly 30 ft. (perfect)
Spell-Like Abilities: Senmurv can detect evil at will. AC: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+14
Shatter Kraken Attack: Slam +9/+4 melee (2d6+6)
Full Attack: Slam +9/+4 melee (2d6+6)
Gargantuan Magical Beast (Aquatic, Cold)
Space/Reach: 5 ft./10 ft.
Hit Dice: 15d10+150 (233 hp)
Special Attacks: —
Initiative: +4 (Improved Initiative)
Special Qualities: Elemental traits, natural invisibility, wish,
Speed: Swim 20 ft.
spell-like abilities
AC: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Saves: Fort +4, Ref +10, Will +4
Base Attack/Grapple: +15/+43
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Attack: Tentacle rake +22 melee (2d8+11)
Skills: Listen +13, Move Silently +16, Search +12, Spot +13
Full Attack: 2 tentacle rakes +22 melee (2d8+11), 6 arms +17
Feats: Combat Reflexes, Improved Initiative, Weapon Focus
melee (1d6+5), bite +17 melee (4d6+5)
(slam)
135
Frost and Fur
Environment: Cold forest, hills, mountains, plains Alignment: Always neutral
Organization: Solitary Advancement: —
Challenge Rating: 5 Level Adjustment: —
Treasure: Standard
Singing buns are constructs, usually made by accident when
Alignment: Always neutral
magical components mix with baking ingredients. They can be
Advancement: —
created intentionally, but it’s difficult to find anyone who would
Level Adjustment: —
really want to make an intelligent pastry. Singing buns don’t do
Shmat razum are a peculiar, powerful race of elementals that are much besides sing and talk—in fact, they are irrepressibly cheer-
accustomed to servitude. They are not a passionate people and ful and exceedingly dull conversationalists.
shoulder their burden with indifference. However, they can appre-
ciate freedom and those who release them are likely to be granted Combat
special favors. Most shmat razum are relegated to servants rather Singing buns roll about, singing to themselves. They rarely sur-
than warriors and are regularly ordered to create food, especially vive for long in the wild, as most animals see them as a free
in locations where normal crops are inaccessible. meal. Singing buns have but one defense: their singing.
Enthrall (Su): At will, a singing bun may sing a happy little
Combat ditty, as per the enthrall(DC 12) spell cast at 6th level. Singing
A shmat razum attacks by using the air itself as a weapon. It cre-
buns use this ability to survive, usually to convince a creature to
ates a sudden, intense vortex of wind that pounds a single target
release them.
on the same plane as the creature.
Skills: Singing buns receive a +4 racial bonus to Perform (sing).
Shmat razums can be killed only when on the Elemental Plane of
Air. When performing tasks elsewhere, they automatically return
to their home plane when they suffer sufficient damage to Construction
destroy them. A singing bun costs 100 gp to create, including 20 gp for the
body. This cost includes all the materials and spell components
Natural Invisibility (Su): This ability is constant, allowing the that are consumed by or become a permanent part of the cre-
shmat razum to remain invisible even when attacking. This abil- ation. Singing buns are created with dirty flour, usually by scrap-
ity is inherent and not subject to the invisibility purge spell. ing the bottom of cupboards and the floor of bins. It requires
Wish (Su): Shmat razum can grant three wishes to any being about two handfuls of flour to create and is then mixed with
(non-elementals only) who captures them. cream, fired in butter, and put on a window to cool.
Spell-Like Abilities: 1/day-create food and water, create wine (as Creating a singing bun requires a Profession (baker or cook)
create water, but wine instead), major creation (created vegetable check (DC of 6).
matter is permanent), and wind walk. These abilities are as the After the bun is baked, it is animated through an extended magi-
spells cast by a 20th-level sorcerer (save DC 12 + spell level). cal ritual that requires a 7th-level character with the Craft Con-
struct feat. This ritual requires a week to complete: The creator
Singing Bun must labor for at least 8 hours each day in a specially prepared
Tiny Construct bakery, similar to an alchemist’s laboratory and costing 500 gp to
Hit Dice: 0.5d10 (2 hp) establish. If the creator is personally constructing the creature’s
Initiative: +2 (+2 Dex) body, the building and ritual can be performed together.
Speed: 30 ft
A character not actively working on the ritual must rest and can
AC: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
perform no other activities except eating, sleeping, or talking. If he
Base Attack/Grapple: +0/-9
or she misses a day, the process fails, and the ritual must be started
Attack: Slam +0 melee (1d3-1)
anew; any gp spent on the failed ritual is lost (but not XP). The
Full Attack: Slam +0 melee (1d3-1)
previously crafted body can be reused, as can the bakery.
Space/Reach: 21/2 ft/0 ft
Special Attacks: Enthrall Completing the ritual requires casting enthrall and animate
Special Qualities: Construct traits, darkvision 60 ft. objects on the final day of the ritual and drains 25 XP from the
Saves: Fort +0, Ref +2, Will +0 creator. He or she must cast the spells personally, but they can
Abilities: Str 8, Dex 14, Con —, Int 7, Wis 11, Cha 13 come from outside sources, such as scrolls.
Skills: Perform (sing) +8 Alternately, singing buns are created spontaneously in an
Feats: Skill Focus (Sing) alchemist lab that involves flour. The excess flour absorbs the
Environment: Cold forest, hills, plains, mountains magical energies and will sometimes animate a baked good.
Organization: Solitary
1 CL 7th; Craft Construct, enthrall and animate objects, caster must
Challenge Rating: /3
be at least 7th level; Price 625 gp; Cost 100 gp +25 XP.
Treasure: None
136
Monsters
Skakushka Base Attack/Grapple: +2/+2
Attack: Incorporeal touch +5 melee (1d4 and hypothermia touch)
Medium Magical Beast
Full Attack: Incorporeal touch +5 melee (1d4 and hypothermia
Hit Dice: 2d10+5 (16 hp)
touch)
Initiative: +2 (+2 Dex)
Space/Reach: 5 ft./5 ft.
Speed: 30 ft
Special Attacks: Hypothermia touch
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Special Qualities: Undead traits, incorporeal subtype, +2 turn
Base Attack/Grapple: +2/+2
resistance, unnatural aura, cold subtype
Attack: Bite +2 melee (2d4)
Saves: Fort +1, Ref +4, Will +6
Full Attack: Bite +2 melee (2d4)
Abilities: Str 10, Dex 16, Con -, Int 14, Wis 14, Cha 15
Space/Reach: 5 ft/5 ft
Skills: Hide +11, Intimidate +10, Survival +8, Listen +10,
Special Attacks: Tongue
Search +10, Sense Motive +10, Spot +10
Special Qualities: Low-light vision, spell-like abilities
Feats: Blind-FightB, Combat Reflexes, Improved Initiative
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 4 Environment: Cold land
Skills: Jump +4, Hide +8, Listen +4, Spot +4 Organization: Solitary, gang (2–5), or pack (6–11)
Feats: Toughness Challenge Rating: 5
Treasure: None
Environment: Cold marsh
Alignment: Always neutral good
Organization: Solitary
Advancement: 6–10 HD (Medium)
Challenge Rating: 1
Level Adjustment: —
Treasure: None
Alignment: Usually neutral (any) Snow angels are formed from the thrashings of good-aligned
Advancement: 3–6 HD (Large), 7–10 HD (Huge) creatures that succumb to the cold. The snow around them
Level Adjustment: — becomes a mist that is shaped like an angel. These creatures are
usually solitary, but occasionally a group of adventurers dies
Skakushkas are more than just larger versions of frogs. They
together in an avalanche.
have magical abilities, are capable of speech, and can leap
incredible distances. Skakushkas are intelligent and can speak
the Common tongue. Combat
Snow angels seek eternal rest but are not violent or hostile
beings. Snow angels haunt places of avalanches, icefalls, and
Combat
glaciers—where they died and were left without a proper burial.
A skakushka usually closes with its tongue attack first against
There are many corpses that are lost deep in ice and snow, only a
smaller opponents. It will enlarge person itself before attacking
select few create snow angels.
and use its leap ability if it needs to escape.
Hypothermia Touch (Su): Living creatures hit by a snow
Tongue (Ex): A skakushka can strike an opponent of Small size
angel’s incorporeal touch attack must succeed at a Fortitude save
or smaller with its tongue from up to 18 feet away. It requires a
(DC 14) or suffer the effects of hypothermia.
successful ranged touch attack to strike the victim. When it hits
with its tongue, it attempts to start a grapple as a free action Unnatural Aura (Su): Both wild and domesticated animals can
without provoking an attack of opportunity. sense the unnatural presence of a snow angel at a distance of 30
feet. They will not willingly approach nearer than that and panic
Skills: *A skakushka’s coloration gives it a +4 bonus to Hide
if forced to do so; they remain panicked as long as they are
checks.
within that range.
Spell-Like Abilities: At will—reduce person (self only),
enlarge person (self only), leap (self only). All spells are cast at Sprite, Ice
6th level. Small Fey (Cold)
Carrying Capacity: A light load for a skakushka is up to 300 Hit Dice: 1d6 (3 hp)
pounds; a medium load, 301 to 600 pounds; a heavy load, 601 to Initiative: +3 (Dex)
1,000 pounds. Speed: 20 ft., 40 in ice
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Snow Angel Base Attack/Grapple: +0/-6
Medium Undead (Incorporeal, cold) Attack: Ice spike +4 melee (1d4-2 and +1 cold); or ice balls
Hit Dice: 5d12 (32 hp) +4 ranged (1d4)
Initiative: +7 (+3 Dex, +4 Improved Initiative) Full Attack: Ice spike +4 melee (1d4-2 and +1 cold); or ice
Speed: 30 ft., fly 60 ft. (good) balls +4 ranged (1d4)
AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12 Space/Reach: 5 ft/5 ft
137
Frost and Fur
Special Attacks: Ice meld, spell-like abilities Alignment: Always neutral
Special Qualities: SR 16, cold subtype Advancement: 5–7 HD (Large)
Saves: Fort +0, Ref +5, Will +3 Level Adjustment: —
Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 12, Cha 18
The strukis, basically a large fish) has a long, torpedo shaped
Skills: Balance +7, Bluff +8, Climb +2, Hide +11, Listen +5,
body with dorsal and anal fins located far back near the forked
Search +5, Spot +5
tail. The strukis’ head is very broad and it has a large mouth lined
Feats: Ice HearingB, Weapon Finesse
with razor sharp teeth. The strukis’ back and sides are dark green
Environment: Cold plains, cold forest to brown with light oval spots on the sides. The belly is milky
Organization: Gang (3–5) or band (6–11) white while its greenish fins are often tinged red-orange with
Challenge Rating: 2 black markings. The strukis can weigh up to 90 lbs and measure
Treasure: None over 60 inches in length. The strukis continues to grow over
Alignment: Always chaotic neutral time, up to the full length of their lifespan of 25 years.
Advancement: 2–3 HD (Small)
Strukis are voracious predators. Their prey include bugs, leeches,
Level Adjustment: —
minnows, fish, frogs, mice, muskrats, ducks, crayfish, turtles, and
Ice sprites are creatures of whimsy, but their limited understand- snakes. Feeding is most active during the early morning and late
ing of the ways of mortals makes them dangerous. Spending afternoon and drops off sharply at noontime. Strukis feed aggres-
their lives in the ice, ice sprites shrug off the harshest cold. They sively just before spawning in the spring and again in the autumn.
are quite vulnerable to fire, but, having never been exposed to it,
they do not fear it until it has damaged them. Combat
Strukis are able to catch and eat prey from one-third to one-half
Combat their length thanks to the design of their jaw that allows the
Ice sprites prefer to stay hidden within the ice until they can mouth to swing wide open. They will eat prey that is from 10%
ambush their enemies. to 25% of their own body weight.
Ice Meld (Su): As a full-round action, the ice sprite may meld Speed Burst (Ex): Strukis greatly rely on their intense striking
with any body of ice. While within a body of ice, the sprite speed over short distances. Lurking in and around cover, the
moves with a base speed of 40 feet, and may not be attacked; strukis will curve into an “S” shape then lunge rapidly to ambush
however, the only sense the sprite can use is its Ice Hearing (a its prey. Once an hour, a strukis can take a charge action to move
silent enemy will be undetectable). The ice sprite may exit the ten times its normal speed (400 feet).
ice as an additional full round action. Use of this ability pro-
Tremorsense (Ex): Strukis can automatically sense the location
vokes at-tacks of opportunity.
of anything within 60 feet that is in water.
Spell-like Abilities: 5/day—ray of frost (DC 14); 3/day—expe-
Skills: A strukis’ coloration provides excellent camouflage while
ditious retreat, obscuring mist. Cast at 4th level.
it lies in wait for its prey. Its natural coloration grants a +7 racial
bonus to Hide checks in brackish water. A strukis also receives a
Strukis +8 racial modifier to any Swim checks and may choose to take a
Medium Animal (Aquatic) 10 even if rushed or hurried.
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (+2 Dex) Some strukis (1% of the total population) are “noble” and can
Speed: Swim 40 ft grant three wishes to any being that captures them. These noble
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 strukis should be considered magical beasts and have an Int
Base Attack/Grapple: +3/+4 score of at least 8.
Attack: Bite +5 melee (2d8+1)
Full Attack: Bite +5 melee (2d8+1) Swan
Space/Reach: 5 ft/5 ft Medium Animal
Special Attacks: Speed burst Hit Dice: 1d8+1 (5 hp)
Special Qualities: Low-light vision, scent, tremorsense Initiative: +2 (+2 Dex)
Saves: Fort +5, Ref +6, Will +2 Speed: 30 ft., fly 60 ft. (clumsy)
Abilities: Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 2 AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Skills: Hide +1 (+8 in brackish water)*, Spot +2, Swim +14* Base Attack/Grapple: +0/+0
Feats: Blind-Fight, Weapon Finesse Attack: Bite +0 melee (1d2)
Full Attack: Bite +0 melee (1d2), 2 slams -5 melee (1)
Environment: Any aquatic
Space/Reach: 5 ft/5 ft
Organization: Solitary, school (2–5) or pack (6–11)
Special Attacks: Wing buffet
Challenge Rating: 2
Special Qualities: Keen senses, low-light vision, scent
Treasure: None
Saves: Fort +3, Ref +4, Will +2
138
Monsters
Abilities: Str 10, Dex 14, Con 12, Int 2, Wis 14, Cha 16 the most heads are the leaders and they are usually seen in
Skills: Spot +4, Listen +4 groups of three, each brother with more heads than the next.
Feats: Alertness
Tapagöz speak Giant and Common.
Environment: Cold plains
Organization: Solitary, pair, or family (3–16) Combat
Challenge Rating: 1/3 Tapagöz are arrogant beings that laugh at the smaller races that
Treasure: None would challenge them. They do not take kindly to organized reli-
Alignment: Always neutral gion and react violently to clerics and paladins. If shown the
Advancement: — proper respect, they are less likely to attack. A hungry Tapagöz is
Level Adjustment: — not easily reasoned with however.
Swans are aquatic birds that inhabit marshes, ponds, lakes or Earth Mastery (Ex): A Tapagöz gains a +1 attack and damage
rivers. They are not typically animals that adventurers face. bonus if both it and its foe touch the ground. If an opponent is air-
However, wereswans are exceptionally alert and make for beau- borne or waterborne, the Tapagöz suffers a -4 penalty to attack and
tiful, if somewhat unreliable, guards. damage. (These modifiers are not included in the statistics above.)
Superior Two-Weapon Fighting (Ex): A Tapagöz fights with a
Combat
club or spear in each hand. Because each of its heads controls an
In combat, swans attack with their beaks and wings.
arm, the Tapagöz does not suffer an attack or damage penalty for
Wing Buffet (Ex): If a swan hits with both slam attacks, its foe attacking with two weapons.
must make a Reflex save (DC 20) or be temporarily blinded for
Skills: A Tapagöz’s three heads give it a +3 racial bonus to Lis-
1 round.
ten, Spot, and Search checks. Tapagöz with six and nine heads
gain a +6 and +9 bonus to those checks, respectively.
Tapagöz
Large Giant (Earth) Religious Aversion: Tapagöz fear religious icons and can be
Hit Dice: 12d8+48 (102 hp) turned as undead of 12 HD.
Initiative: -1 (Dex)
Speed: 40 ft. Treant, Ice
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat- Huge Plant (Cold, Plant)
footed 18 Hit Dice: 10d8+30 (70 hp)
Base Attack/Grapple: +9/+20 Initiative: -3 (Dex)
Attack: Greatclub +15 melee (1d10+7) or longspears +15 Speed: 0 ft.
melee (1d8+7/x3) AC: 15 (-3 Dex, -2 size, +10 natural), touch 5, flat-footed 15
Full Attack: 2 greatclubs +15/+10 melee (1d10+7) or 2 or Base Attack/Grapple: +7/+21
longspears +15/+10 melee (1d8+7/x3) Attack: Slam +11 melee (2d6+6) or ice leaf +4 ranged (1d4 plus
Space/Reach: 10 ft./10 ft. (15 ft with longspear) 1d4 cold)
Special Attacks: Superior two-weapon fighting, earth mastery, Full Attack: 3 slams +11 melee (2d6+6), ice leaves +4 ranged
damage reduction 10/magic, turnable (1d4 plus 1d4 cold)
Special Qualities: Darkvision 90 ft., scent Space/Reach: 15 ft/15 ft
Saves: Fort +12, Ref +3, Will +4 Special Attacks: Ice leaves
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 11 Special Qualities: Heatsense, sonic weakness
Skills: Listen +9(12 or 15)*, Search +5(8 or 11)*, Spot +9(12 Saves: Fort +7, Ref -3, Will +2
or 15)*, Survival +3 Abilities: Str 22, Dex 5, Con 12, Int 4, Wis 10, Cha 4
Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Skills: Listen +10, Spot +4
Endurance Feats: Endurance, Imrpoved Sunder, Iron Will, Power Attack
Environment: Cold forest Environment: Cold forest
Organization: Solitary or gang (3) Organization: Solitary, copse (2–5)
Challenge Rating: 9 Challenge Rating: 7
Treasure: Standard Treasure: None
Alignment: Usually chaotic evil Alignment: Chaotic neutral
Advancement: 6-headed 15 HD, 9-headed 18 HD Advancement: 11–12 HD (Huge)
Level Adjustment: — Level Adjustment: —
Tapagöz are a race of one-eyed, multi-headed giants with square- Ice treants are trees that have been twisted by supernatural cold.
like heads and red skin covered by thick hair. Their multiple Their trunks and limbs are covered in a thick coating of ice, and
heads provides a sort of rank amongst them. The Tapagöz with their leaves are ice shards.
139
Frost and Fur
Combat
In combat, ice treants react instinctively to sources of warmth,
and they usually attack with their massive branches. If a target is
out of reach, the terror will shoot ice leaves.
Ice leaves: These ice shards have a range increment of 30 feet.
They deal 1d4 normal damage and an additional 1d4 cold dam-
age.
Heatsense (Ex): Ice treants sense beings by their body heat. Any
creature that emits no body heat is invisible to an Ice treant.
Lighting conditions are irrelevant.
Sonic Weakness: Sonic attacks deal an additional 1d6 damage
to the icy form of the ice treant.
Trow
Large Monstrous Humanoid (Earth)
Hit Dice: 8d8+8 (44 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft, burrow 30 ft.
AC: 17 (+1 Dex, -1 size, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+18
Attack: Claw +13 melee (1d6+6)
Full Attack: 2 claws +13 melee (1d6+6)
Space/Reach: 10 ft/10 ft
Special Attacks: —
Special Qualities: Burrow, daylight powerlessness, darkvision
60 ft.
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 23, Dex 12, Con 12, Int 10, Wis 11, Cha
10
Skills: Climb +14, Listen +8, Spot +6
Feats: Cleave, Multiattack, Power Attack
Environment: Cold marsh
Organization: Solitary
Challenge Rating: 6
Treasure: Double standard
Alignment: Neutral evil
Advancement: As character class
Level Adjustment: —
Trow appears as large, ugly humanoids. Although they
aren’t particularly attractive, they make up for their lack of
Daylight Powerlessness (Ex): Trow are utterly powerless in
charisma with their magical talents.
natural sunlight (not merely a daylight spell) and flee from it.
Combat
The trows digging claws make excellent weapons in combat. Trow Characters
A trow’s favored class is sorcerer.
Burrow (Ex): A trow can glide through stone, dirt, or almost
any other sort of earth except metal as easily as a fish swims Tupilak
through water. Its burrowing leaves behind no tunnel or hole, nor
Tiny Construct
does it create any ripple or other signs of its presence. A move
Hit Dice: 9d10 (49 hp)
earth spell cast on an area containing a burrowing trow flings the
Initiative: +2 (+2 Dex)
trow back 30 feet, stunning the creature for 1 round unless it suc-
Speed: 30 ft (can’t run)
ceeds at a Fort save.
AC: 24 (+2 Dex, +2 size, +10 natural), touch 14, flat-footed 22
Base Attack/Grapple: +6/-3
140
Monsters
Attack: Slam +10 melee (1d3-1) Tupiliq
Full Attack: Slam +10 melee (1d3-1)
Tiny Outsider (Evil, Extraplanar)
Space/Reach: 21/2 ft/0 ft
Hit Dice: ½ d8 (2 hp)
Special Attacks: —
Initiative: +2 (+2 Dex)
Special Qualities: Magic immunity, damage reduction 5/+1,
Speed: fly 30 ft. (average)
construct traits
AC: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Saves: Fort +3, Ref +5, Will +5
Base Attack/Grapple: +0/-9
Abilities: Str 8, Dex 14, Con —, Int 10, Wis 11, Cha 10
Attack: Touch +4 melee touch (1d4-1)
Skills: Hide +17, Listen +4, Move Silently +9, Spot +5, Sur-
Full Attack: Touch +4 melee touch (1d4-1)
vival +5
Space/Reach: 21/2 ft/0 ft
Feats: Iron Will, Stealthy, Track, Weapon Finesse
Special Attacks: Attach, blood drain, cause disease, explode
Environment: Cold land Special Qualities: Low-light vision, darkvision
Organization: Solitary Saves: Fort +2, Ref +4, Will +2
Challenge Rating: 6 Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 11, Cha 10
Treasure: None Skills: Hide +10
Alignment: Always neutral evil Feats: Weapon Finesse
Advancement: —
Environment: Cold land
Level Adjustment: —
Organization: Clutch (2–4), swarm (5–8), or flock (9–13)
Tupilak are created by an angakoq from parts of various animals Challenge Rating: 1/2
and humans, including bone, skin, cloth, and chunks of peat. It is Treasure: None
made alive by the singing of an awaken spell and then sent after Alignment: Always neutral evil
its prey by dropping it into the sea so it may find its victim. Advancement: —
Level Adjustment: —
Combat These awful evil spirits cause sickness in humanoids. They
Tupilaks have a variety of abilities they can inflict on their vic- appear as round, droopy membranes. After having fed, they
tims once they finally catch up to them. become distended with blood, as if they are about to burst.
Turnable (Su): Tupilaks can be turned by another angakoq (and
only angakoq) as undead. A successful turn causes the tupilak to Combat
return to its creator and attack him instead. The original creator Tupiliq are bloodthirsty predators, attacking any living creatures
cannot turn his own tupilak and must destroy it or die trying. within distance until sated. Killing them spills their bloody con-
tents all over the place, possibly attracting other predators.
Magic Immunity (Ex): Tupilaks are immune to all spells, spell-
like abilities, and supernatural effects, except for fire-based Attach (Ex): If a tupiliq hits with a touch attack, its membrane
attacks. Fire-based effects slow them (as the spell) for 2d6 sticks to its prey. An attached tupilig has an AC of 12.
rounds with no saving throw.
Blood Drain (Ex): A tupiliq drains blood, dealing 1d4 points of
Spell-Like Abilities: Once per day—nightmare (DC 17), charm temporary Constitution damage each round it remains attached.
person (DC 11), enlarge person (self only), and bestow curse Once it has drained 4 points of Constitution, it detaches and flies
(DC 14). All effects are at 9th level. off to digest its meal.
Filth Fever (Su): On a successful blood drain, a tupiliq inflicts
Construction filth fever on its victim. Filth fever has a DC of 12, an incubation
Tupilaks tend to be rag-tag, messy creations that vary widely in time of 1d3 days, and drains 1d3 Dex and 1d3 Con.
appearance due to the varied nature of their raw materials. The
tupilak costs 25,000 gp-worth of materials to create, which Explode (Ex): Killing a tupiliq causes it to pop like a boil,
includes 500 gp for the construction of the body. Aseembling the spilling blood on everything within a 10-foot radius. The bloody
body requires a successful Perform (song) check (DC 13). The explosion attracts nearby creatures with the scent ability.
creator must be 14th level and able to cast divine spells. Complet-
ing the ritual drains 1,000 XP from the creator and requires Vodyanoi
awaken, charm animal, commune with nature, speak with plants Medium Humanoid (Aquatic, Shapechanger)
and reincarnate. Hit Dice: 8d8+32 (68 hp)
Initiative: +1 (+1 Dex)
CL 14th; Craft Construct, awaken, charm animal, commune with
Speed: 10 ft, swim 60 ft.
nature, speak with plants reincarnate, caster must be at least
AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
14th level; Price 25,000 gp; Cost 12,250 gp +1000 XP.
Base Attack/Grapple: +6/+12
Attack: Tentacle +12 melee (1d6+6)
141
Frost and Fur
Full Attack: 2 tentacles +12 melee (1d6+6) Constrict: Vodyanoi deal 1d6+2 on a successful grapple check,
Space/Reach: 5 ft/5 ft in addition to the grappling weapon’s normal damage.
Special Attacks: Create spawn, drench, enslave, constrict,
Spell-Like Abilities: 3/day—animal shapes (self only, snake,
improved grab, spell-like abilities
fish, frog), control water, enlarge person(self only), reduce per-
Special Qualities: Moon mastery, darkvision
son (self only), water breathing (DC 14), water walk (DC 14).
Saves: Fort +10, Ref +7, Will +8
These abilities are as the spells cast at 8th-level.
Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 13
Skills: Hide +3, Listen +2, Spot +4, Swim +17* Skills: *A vodyanoi also receives a +8 racial modifier to any
Feats: Alertness, Combat Casting, Iron Will Swim checks and may choose to take a 10 even if rushed or hur-
ried.
Environment: Any freshwater
Organization: Solitary
Challenge Rating: 7
Voron
Treasure: Double standard Large Magical Beast
Alignment: Usually lawful evil Hit Dice: 3d10+9 (25 hp)
Advancement: 8—10 HD (Medium) Initiative: +1 (+1 Dex)
Level Adjustment: +2 Speed: 30 ft, fly 40 ft. (good)
AC: 14 (+1 Dex, -1 size, +4 natural), touch 10, flat-footed 13
A vodyanoi can appear in a number of forms, with the most Base Attack/Grapple: +3/+11
common being an old man, a large snake, a large winged fish, an Attack: Peck +6 melee (1d8+6)
enormous frog, or a combination of any of those forms. They Full Attack: Bite +6 melee (1d8+6)
dislike humanity, but can be bargained with by respectful fisher- Space/Reach: 10 ft/10 ft
man. They typically inhabit the areas around water wheels and Special Attacks: Blind
dams and sleep during the day, rising at night from their watery Special Qualities: Keen senses, low-light vision, scent
domains to capture more slaves. Saves: Fort +6, Ref +4, Will +1
Abilities: Str 18, Dex 12, Con 16, Int 10, Wis 11, Cha 10
Combat Skills: Knowledge (arcana) +5, Listen +7, Spot +5
Moon Mastery (Ex): A vodyanoi receives a bonus to attack and Feats: Alertness, Skill Focus (Arcana)
damage depending on the phase of the moon. It receives a +4
Environment: Cold forest, hills, plains, and mountains
attack and damage bonus when the moon is full, a +3 bonus
Organization: Solitary, pair or murder (4–16)
when the moon is waning or waxing gibbous, +2 when the moon
Challenge Rating: 2
is in the last or first quarter, +1 when the moon is waxing or
Treasure: Double Standard
waning crescent, and no bonus at all when the moon is new.
Alignment: Usually neutral (any)
Create Spawn (Su): Any female humanoid slain by a vodyanoi Advancement: —
becomes a rusalka in 1d4 rounds. Spawn are under the command Level Adjustment: —
of the vodyanoi that created them and remain enslaved until its
Vorons are giant ravens. They are common throughout the Slavic
death. They do not possess any of the abilities they had in life.
lands as harbingers of the afterlife. It is the raven that is credited
Enslave (Su): Three times a day, a vodyanoi can attempt to with discovering the abilities of potions of life and death. Vorons,
enslave any one living creature within 30 feet. The target must like all ravens, are particularly fond of shiny objects and collect
succeed at a Will save (DC 16) or be affected as though by a them.
dominate person spell cast at 16th-level. An enslaved creature
obeys the vodyanoi’s telepathic commands (but will not fight on Combat
its behalf) until freed by remove curse or dispel magic, and can Vorons are deadly opponents, especially when many are encoun-
attempt a new Will save every 24 hours to break free. The con- tered in a murder.
trol is also broken if the vodyanoi dies or travels more than one
mile from its slave. Blind (Ex): If a voron strikes with its beak, its victim must make
a Reflex saving throw (DC 20) or lose one eye. A full helm with
Drench (Ex): The vodyanoi’s touch puts out torches, campfires, closed visor negates this effect.
exposed lanterns, and other open flames of non-magical origin if
these are of Large size or smaller. The creature can dispel magi- Whale, Arctic
cal fire it touches as dispel magic cast at a level equal to the
Gargantuan Animal
vodyanoi’s HD total.
Hit Dice: 12d8+78 (132 hp)
Improved Grab (Ex): When a vodyanoi hits with its tentacles, Initiative: +1 (Dex)
it attempts to start a grapple as a free action without provoking Speed: Swim 40 ft.
an attack of opportunity. If it gets a hold, it can constrict. AC: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+33
142
Monsters
Attack: Tail slap +17 melee (1d8+18) Whale, Killer (Orca)
Full Attack: Tail slap +17 melee (1d8+18)
Huge Animal
Space/Reach: 40 ft/15 ft
Hit Dice: 9d8+48 (88 hp)
Special Attacks: —
Initiative: +2 (Dex)
Special Qualities: Blindsight 120 ft, hold breath, low-light
Speed: Swim 50 ft.
vision
AC: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Saves: Fort +14, Ref +9, Will +5
Base Attack/Grapple: +6/+22
Abilities: Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6
Attack: Bite +12 melee (2d6+18)
Skills: Listen +15, Spot 14*, Swim +20
Full Attack: Bite +12 melee (2d6+18)
Feats: Alertness, Diehard, Endurance, Hot BloodedB, Tough-
Space/Reach: 20 ft/10 ft
ness (2)
Special Attacks: —
Environment: Cold aquatic Special Qualities: Blindsight 120 ft, hold breath, low-light
Organization: Solitary vision
Challenge Rating: 6 Saves: Fort +11, Ref +8, Will +5
Treasure: None Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Alignment: Always neutral Skills: Listen +14*, Spot +14*, Swim +16
Advancement: 13–18 HD (Gargantuan); 19–36 HD (Colossal) Feats: Alertness, Endurance, Hot BloodedB, Run, Toughness
Level Adjustment: —
Environment: Cold aquatic
Arctic whales are large, robust whales and their shape is much less Organization: Solitary, pair, group (3–8), pod (9–40)
streamlined than most other baleen whales. They have the largest Challenge Rating: 5
mouth and head in the animal kingdom, about one- third of their Treasure: None
body length. The upper jaw is arched upward, and paired blow- Alignment: Always neutral
holes are located at the peak of the elevated “crown.” This large, Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
bow-shaped head distinguishes arctic whales from other whales. Level Adjustment: —
Arctic whales have short, wide flippers. Their flukes are very
Known as “polossatik” (the feared one), killer whales are the
broad, equaling one-third of the body length. They have very thick
largest members of the group of marine mammals known as dol-
blubber, up to 1½ feet, which is used for insulation, food storage,
phins. They are called killer whales because they attack and con-
and padding, and heavy bone structure in their skulls for breaking
sume whales or other large prey such as seals and sea lions.
ice. Maximum size of arctic whales is about 60 feet and over
120,000 pounds. Their life span is similar to humans. Adult killer whales generally grow to a length of approximately 27
feet and can weigh as much as 10 tons. Killer whales are predomi-
The arctic whale feeding mechanism is most proficient at filter-
nantly black in color with large white patches under the jaw and
ing a “thin soup” rather than gulping dense masses of prey. Arc-
above and behind each eye. Much of the ventral surface of killer
tic whales feed by swimming with their mouths open and
whales is also white and there are large white patches that extend
straining zooplankton out of the water with their baleen. Their
from the ventral area onto the flanks. The very tall dorsal fin, a
teeth are fringed with fine bristles that act as a hairy curtain to
characteristic of this species, can reach up to six feet in height.
sieve food out of the water. Arctic whales feed at all depths, from
the surface to the bottom. Their primary foods are copepods,
euphausiids, and other tiny invertebrates. Combat
Killer whales are opportunistic feeders and prey on virtually any
When arctic whales can’t find open water, they push up hum- large marine animal available. Resident pods appear to feed pri-
mocks in thin ice or break holes in ice up to 2 feet thick. Arctic marily on a wide variety of fish such as salmon, herring, halibut,
whales swim fairly slowly, generally 2 to 4 miles per hour. When and cod. Transient pods feed primarily on any available species
migrating they make long dives, generally from 6 to 17 minutes, of marine mammal. They also prey on river otters, squid, and
and then usually surface for a series of four to nine blows. Dives several species of birds. Killer whales may briefly leave the
of up to 33 minutes have been recorded. water to grab seals and sea lions from the shore. Animals within
Arctic whale whales are very vocal and use underwater sounds a pod often feed cooperatively. When preying on large animals
to communicate while traveling, feeding, and socializing. Some such as gray or humpback whales, the killer whales may attack
arctic whales produce long repetitive songs that may be related as a pack, tearing away at the prey animal from several angles.
to mating display. They also breach, tail slap, and spy-hop, When preying on schooling fish, smaller killer whales may swim
which may also be mating display. close to the beach to drive the fish from shallow waters out to the
rest of the pod. Large groups of killer whales are often involved
Skills: *A whale receives a +8 racial modifier to any Swim in hunting schools of fish.
checks and may choose to take a 10 even if rushed or hurried. A
whale has a +4 racial bonus on Spot and Listen checks. These Skills: *A whale receives a +8 racial modifier to any Swim
bonuses are lost if blingsight is negated. checks and may choose to take a 10 even if rushed or hurried. A
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whale has a +4 racial bonus on Spot and Listen checks. These Listen, Move Silently, and Spot checks and a +2 racial bonus to
bonuses are lost if blingsight is negated. Hide checks. An arctic wolf has a +4 racial bonus to Survival
when tracking by scent.
Wolf, Arctic
Medium Animal Wolverine
Hit Dice: 2d8+4 (13 hp) Medium Animal
Initiative: +2 (Dex) Hit Dice: 3d8+12 (25 hp)
Speed: 50 ft. Initiative: +2 (Dex)
AC: 14 (+2 Dex, +2 natural), touch 14, flat-footed 12 Speed: 30 ft., burrow 10 ft., climb 10 ft.
Base Attack/Grapple: +1/+2 AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Attack: Bite +3 melee (1d6+1) Base Attack/Grapple: +2/+4
Full Attack: Bite +3 melee (1d6+1) Attack: Claw +4 melee (1d4+2)
Space/Reach: 5 ft/5 ft Full Attack: 2 claws +4 melee (1d4+2), bite -1 melee (1d6+1)
Special Attacks: Trip Space/Reach: 5 ft/5 ft
Special Qualities: Low-light vision, scent Special Attacks: Rage
Saves: Fort +5, Ref +5, Will +1 Special Qualities: Low-light vision, scent
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Saves: Fort +7, Ref +5, Will +2
Skills: Hide +4 (+11 in snow)*, Listen +4, Move Silently +4, Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Spot +4, Survival +1 (+5 tracking by scent)* Skills: Climb +10, Listen +6, Spot +6
Feats: Hot BloodedB, TrackB Weapon Focus (bite), Feats: Alertness, Hot BloodedB, Toughness, TrackB
Environment: Cold plains, cold forest Environment: Cold plains, cold forest
Organization: Solitary, pair, pack (7-16) Organization: Solitary, pair
Challenge Rating: 1 Challenge Rating: 2
Treasure: None Treasure: None
Alignment: Always neutral Alignment: Always neutral
Advancement: 3HD (Medium); 4–6 HD (Large) Advancement: 4–5 HD (Large)
Level Adjustment: — Level Adjustment: —
The pelt color of arctic wolves ranges from black to nearly Also known as devil bear, carcajou, or woods devil, wolverines
white, including every shade of gray and tan. Gray or black occur in small numbers throughout their range and require large
wolves are most common, and the relative abundance of each expanses of wilderness. The long dense fur of the wolverine is
color phase varies over time and from place to place. Most adult generally dark brown to black with a creamy white to gold stripe
male wolves weigh from 85 to 115 pounds, but they occasionally running from each shoulder along the flanks to the base of the
reach 145 pounds. tail. It has a thick body, short legs, short ears, and a broad flat
head. The wolverine is primarily a scavenger and has large teeth
Wolves are highly social animals and usually live in packs that
and powerful jaws to crush bones and eat frozen meat. Adult
include parents and pups of the year. Larger packs may have two
males generally weigh 20-45 pounds while adult females weigh
or three litters of pups from more than one female. Some year-
15-30 pounds. Its non-retractable claws are long and curved.
lings may stay with the pack. A dominance hierarchy character-
izes the social order in the pack with a separate rank order Wolverines are active at any time of day, year round. They have
among females and males. tremendous physical endurance and can travel up to 40 miles a
day in search of food. Wolverines have been known to steal
Combat furbearers from traps and to damage cabins. Wolverines travel
Wolves are carnivores. Moose and/or caribou are their primary extensively in search of food. Home range sizes are vast, with
food, with sheep being important in limited areas. Black-tailed adult males using areas up to 240 square miles. It appears that
deer, mountain goats, and beaver are also important sources of few wolverines live longer than 5 to 7 years in the wild.
food. During summer, small mammals including voles, lem-
mings, ground squirrels, snowshoe hares, beaver, and occasion- Combat
ally birds and fish are supplements in the diet. Since wolves are Wolverines are opportunistic, eating about anything they can
opportunistic, very young, old, or diseased animals are preyed find or kill. They are poor hunters but are well adapted for scav-
upon more heavily than other age classes. Under some circum- enging. They will rarely attack any predator larger than itself,
stances, however, such as when snow is unusually deep, even like a wolf or a bear. Wolverines will fiercely defend a food
animals in their prime may be vulnerable to wolves. source or its territory against other wolverines or smaller preda-
tors however. The wolverine has a powerful jaw and large neck
Skills: Wolves with white coats receive a +7 racial bonus to
muscles allowing it to crush and utilize bones and frozen flesh.
Hide checks in snowy areas. They receive a +1 racial bonus to
Also, wolverines can survive for long periods on little food.
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Monsters
Their diet reflects annual and seasonal changes in food availabil- a charge, this allows the beast to make a single gore attack that
ity. In the winter, wolverines primarily rely on remains of moose deals 4d6+24 points of damage.
and caribou killed by wolves and hunters or animals that have
died of natural causes. Throughout the year, wolverines feed on Woolly Mammoth
small and medium-sized animals such as voles, squirrels, snow- (Mammuthus Primigenius)
shoe hares, and birds.
Huge Animal
Rage (Ex): A wolverine that takes damage in combat flies into a Hit Dice: 12d8+60 (114 hp)
berserk rage the following round, clawing and biting madly until Initiative: +0
either it or its opponent is dead. An enraged wolverine gains +4 Speed: 40 ft
Strength, +4 Constitution, and -2 AC. The creature cannot end its AC: 16 (-2 size, +8 natural), touch 8, flat-footed 16
rage voluntarily. Base Attack/Grapple: +9/+30
Attack: Gore +20 melee (2d8+19)
Woolly Rhinocerous (Coelodonta) Full Attack: Slam +20 melee (2d6+13), 2 stamps +15 melee
Large Animal (2d6+6); or gore +20 melee (2d8+19)
Hit Dice: 10d8+50 (95 hp) Space/Reach: 20 ft/15 ft
Initiative: +0 Special Attacks: Trample 2d8+19, constrict, improved grab
Speed: 40 ft Special Qualities: Low-light vision, scent
AC: 16 (-1 size, +7 natural), touch 9, flat-footed 16 Saves: Fort +12, Ref +7, Will +4
Base Attack/Grapple: +7/+19 Abilities: Str 36, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Attack: Gore +14 melee (2d6+12) Skills: Listen +9, Spot +10
Full Attack: Gore +14 melee (2d6+12) Feats: Awesome Blow, Cleave, Endurance, Hot BloodedB,
Space/Reach: 10 ft/5 ft Improved Overrun, Power Attack
Special Attacks: Powerful Charge 4d6 Environment: Cold plains
Special Qualities: Low-light vision, scent Organization: Solitary or herd (2–12)
Saves: Fort +12, Ref +7, Will +4 Challenge Rating: 10
Abilities: Str 26, Dex 10, Con 21, Int 1, Wis 13, Cha 2 Treasure: 2 tusks worth (1d6+3*100) gp each
Skills: Listen +14, Spot +3 Alignment: Always neutral
Feats: Awesome Blow, Hot BloodedB, Improved Natural Advancement: 12–15 (Huge); 16–24 HD (gargantuan)
Attack (gore),Improved Overrun, Power Attack Level Adjustment: —
Environment: Cold plains Woolly mammoth weigh up to seven tons and are about 10 to 12
Organization: Solitary or herd (2–12) feet high at the shoulder, with a domed head, a hump of fat on
Challenge Rating: 4 their backs to weather severe winters, a short tail, small ears to
Treasure: None conserve body heat, and a shorter trunk with two fingerlike ends
Alignment: Always neutral that can be used to manipulate grasses. They are covered in long
Advancement: 11–14 HD (Large); 15–26 (Huge) dark hair up to three feet long with four inches of insulating fat
Level Adjustment: — underneath the skin.
The woolly rhinoceros was widespread throughout the tundra of Woolly mammoth make intimidating mounts, but they drink
northern Eurasia during the Pleistocene epoch. It is well adapted over 40 gallons of water and eat 600 pounds of vegetation a day.
to the cold, with thick, shaggy fur, small ears, short legs, and a A woolly mammoth mount can forage for itself as it moves, but
massive body, all of which help lessen heat loss. The woolly rhi- it moves a third of its movement rate.
noceros has long, gray-brown, shaggy fur and two large horns.
The larger horn, at the tip of the snout, can grow up to 3 feet long
in mature males. The woolly rhino is about 11 feet long and
Combat
By far the most impressive feature of a woolly mammoth’s is its
seven feet high at the shoulder.
curving tusks, ranging from nine to 15 feet long. They use these
tusks for plowing through snow to get to grasses and tundra
Combat plants, and even to break ice to get to water.
Like the traditional rhinoceros, the coelodonta is an herbivorous
grazer. It is easily agitated and will charge should it feel threat- Constrict (Ex): After a successful improved grab, a woolly
ened. mammoth can inflict 2d6+13 points of constriction damage each
round.
Powerful Charge (Ex): A woolly rhinoceros typically begins a
battle by charging at an opponent, lowering its head to bring its Improved Grab (Ex): The trunk of the woolly mammoth’s
horns into play. In addition to the normal benefits and hazards of mouth is actually the upper lip and nose that have been fused
together. It is made up of thousands of small muscles that allow
it to be flexible but strong without any bone support. Also, there
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Frost and Fur
are two finger-like projections on the end of the woolly mam- Each yek is assigned a special name and song. Yeks can assume
moth’s trunk. These are very flexible and allow a woolly mam- both animal and human form, and are the subject of much art,
moth to perform delicate tasks. If a woolly mammoth hits with especially carved masks.
its slam attack, it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportu- Combat
nity. It only works against creatures of Large size or smaller. Yeks in the wild actively stalk humans, seeking to drown them
Trample (Ex): A woolly mammoth can trample Medium or and thus create more of their kind. Yeks that are bound by
smaller creatures for automatic gore damage. Opponents who do angakoq only attack if commanded and tend to be much less
not make attacks of opportunity against the woolly mammoth aggressive.
can attempt a Reflex save (DC 20) to halve the damage. Spell-like Abilities: 1/day—control weather, earthquake (DC
Carrying Capacity: A light load for a woolly mammoth is up to varies by effect), command plants, contagion (DC 15), insanity
400 pounds; a medium load, 401-700 pounds; a heavy load, 700- (DC 18), slay living (DC 16). These abilities are cast at 9th-level.
1000 pounds. A woolly mammoth can drag 5,000 pounds. Alternate Form (Su): Yeks can shift into animal form as though
using the polymorph power. Changing to or from animal form is
Yek a standard action. Upon assuming either form, the yek regains hit
Medium Undead (Shapechanger) points as if having rested for a day. Treat a yek’s otter form as the
Hit Dice: 5d12 (32 hp) weasel statistics.
Initiative: +4 (+4 Dex)
Lycanthropic Empathy (Ex): Yeks can communicate and
Speed: 20 ft., swim 30 ft.
empathize with normal or dire animals of their animal form. This
AC: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
gives them a +4 racial bonus to checks when influencing the ani-
Base Attack/Grapple: +2/+2
mal’s attitude and allows the communication of simple concepts
Attack: Bite +6 melee (1d6)
and commands, such as “friend,” “foe,” “flee,” and “attack.”
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft/5 ft Create Spawn (Su): Any humanoid slain by a yek becomes a
Special Attacks: Lycanthropic empathy, create spawn yek in 1d4 rounds. Spawn are under the command of the yek that
Special Qualities: Alternate form, damage reduction 10/silver created them and remain enslaved until its death. They do not
(while in animal form), low-light vision, undead traits possess any of the abilities they had in life.
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 10, Dex 18, Con —, Int 11, Wis 11, Cha 13
Skills: Hide +12, Listen +8, Spot +8, Swim +8
Feats: Alertness, Weapon Finesse
Template Creatures
Environment: Cold water Lycanthropes
Organization: Solitary Lycanthropy is quite common in Slavic myth. Beings regularly
Challenge Rating: 4 shift form, usually as a result of sorcery. Others are locked into a
Treasure: None particular type of form and by striking the ground, can become
Alignment: Always neutral evil “handsome youths” or “lovely maidens.” Typically, wereeagles,
Advancement: 6–7 HD (Medium) werefalcons, wereravens, and werelions are male, and were-
Level Adjustment: — doves, werefrogs, and wereswans are female, but there are mem-
When a person dies by drowning, he turns into an otter that bers of both genders. Lycanthropes in Slavic myth are not
becomes a werewolf-like creature bent on drowning other bloodthirsty killers. Rather, they are magically gifted beings that
humans. It can cause storms, avalanches, and the falling of trees. view themselves as above the mortal realm. Their haughtiness is
It can also cause skin diseases, mental illnesses, and death. no act, however, and their wrath can be terrible if aroused.
Angakoqs use yeks to make contact with the supernatural world.
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Frost and Fur
lar belief, werefrogs in human form are not any uglier than nor-
mal humans.
Combat
Werefrogs enlarge themselves, attack with their tongues, and
then leap into the fray.
Spell-like abilities: A werefrog can, while in frog form, cast the
spell enlarge 3 times per day. Cast at 5th level.
Tongue (Ex): While in frog form, the werefrog may attempt a
ranged touch attack (10 ft range) with its tongue. On a successful
hit, the frog may immedialy initiate a grapple check without pro-
voking an attack of opportunity. Each round a victim is grappled,
the frog may make a free bite attack treating that victim as an
immobilized foe.
Werefrog Characters
A werefrog’s favored class is ranger.
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Monsters
Table 8.7: Wereswan (Human Form) Wereswan (Swan Form) Wereswan (Hybrid Form)
Medium Humanoid (Human, Medium Humanoid (Human, Medium Humanoid (Human,
Wereswan Shapechager) Shapechager) Shapechager)
Hit Dice: 1d4+1 plus 1d8+1(8 hp) 1d4+1 plus 1d8+1(8 hp) 1d4+1 plus 1d8+1(8 hp)
Initiative: +0 +3 (Dex) +3 (Dex)
Speed: 30 ft. 20 ft.; fly 40 ft (average) 30 ft.
16 (+3 Dex, +3 natural), touch 13, 16 (+3 Dex, +3 natural), touch 13, flat-
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
flat-footed 13 footed 13
Base Attack/Grapple: +0/+0 +0/+0 +0/+0
Attack: Dagger +0 (1d4/19–20) Peck +3 melee (1d3+1) Dagger +3 (1d4/19–20)
Peck +3 melee (1d3),
Full Attack: Dagger +0 (1d4/19–20) Peck +3 melee (1d3+1)
dagger +3 (1d4/19–20),
Space/Reach: 5 ft/5 ft 5 ft/5 ft 5 ft/5 ft
Special Attacks: Spells as Sorcerer–level 1 Curse of lycanthropy Curse of lycanthropy, spells
Alternate form, low-light vision, swan Alternate form, low-light vision, swan
Alternate form, swan empathy; scent,
Special Qualities: empathy; scent, damage reduction empathy; scent, damage reduction
low-light vision
10/silver 10/silver
Saves: Fort +3, Ref +3, Will +0 Fort +3, Ref +6, Will +1 Fort +3, Ref +6, Will +1
Str 11, Dex 11, Con 12, Int 10, Wis 11, Str 11, Dex 17, Con 12, Int 10, Wis Str 11, Dex 17, Con 12, Int 10, Wis 13,
Abilities:
Cha 13 13, Cha 21 Cha 21
Hide +2, Knowledge (arcane) +2, Hide +5, Knowledge (arcane) +2, Hide +5, Knowledge (arcane) +2,
Skills:
Listen +2, Move Silently +2, Spot +2 Listen +3, Move Silently +5, Spot +3 Listen +3, Move Silently +5, Spot +3
Fly-by Attack, MultiattackB,
Feats: (same as human form) (same as human form)
Weapon Finesse
Environment: Cold plains Cold plains Cold plains
Organization: Solitary, pair or family (3–16) (same as human form) (same as human form)
Challeng Rating: 2 2 2
Treasure: Double standard Double standard Double standard
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3
Table 8.8: Weredove (Human Form) Weredove (Dove Form) Weredove (Hybrid Form)
Medium/Tiny Humanoid (Human, Tiny Humanoid (Human, Small Humanoid (Human,
Weredove Shapechager) Shapechager) Shapechager)
Hit Dice: 1d4+1 plus 1d8+1(8 hp) 1d4+1 plus 1d8+1(8 hp) 1d4+1 plus 1d8+1(8 hp)
Initiative: +0 +3 (Dex) +3 (Dex)
Speed: 30 ft 10 ft, fly 40 ft (good) 20 ft, fly 30 ft (average)
12 (+2 natural), touch 10, 18 (+3 Dex, +3 natural, +2 size), 17 (+3 Dex, +3 natural, +1 size), touch 14,
Armor Class:
flat-footed 12 touch 15, flat-footed 15 flat-footed 14
Base Attack/Grapple: +0/+0 +0/-8 +0/-4
Peck +4 melee (1) or
Attack: Dagger +0 melee (1d4/19–20) Peck +5 melee (1)
Dagger +4 (1d4/19–20)
Full Attack: Dagger +0 melee (1d4/19–20) Peck +5 melee (1) Dagger +4 (1d4/19-20), Peck -1 melee (1)
Space/Reach: 5 ft/5 ft 2 1/2 ft/0 ft 5 ft/5 ft
Special Attacks: – Curse of lycanthropy Curse of lycanthropy
Alternate form, dove empathy; dam-
Alternate form, dove empathy, Alternate form, dove empathy; damage
Special Qualities: age reduction 10/silver,
low-light vision reduction 10/silver, low-light vision
low-light vision
Saves: Fort +4, Ref +3, Will +0 Fort +4, Ref +6, Will +1 Fort +4, Ref +6, Will +1
Str 11, Dex 11, Con 12, Int 10, Wis 11, Str 5, Dex 17, Con 12, Int 10, Wis 13, Str 11, Dex 17, Con 12, Int 10, Wis 13,
Abilities:
Cha 13 Cha 19 Cha 19
Hide +2, Knowledge (arcane) +2, Lis- Hide +5, Knowledge (arcane) +2, Lis- Hide +5, Knowledge (arcane) +2, Listen
Skills:
ten +2, Move Silently +2, Spot +2 ten +3, Move Silently +2, Spot +3 +3, Move Silently +2, Spot +3
Feats: Alertness, Dodge, Weapon Finesse (same as human form) (same as human form)
Environment: Cold plains Cold plains Cold plains
Organization: Solitary, pair or family (3–16) (same as human form) (same as human form)
Challeng Rating: 1 1 1
Treasure: Double standard Double standard Double standard
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3
149
Table 8.9: Wereeagle (Human Form) Wereeagle (Giant Eagle Form) Wereeagle (Hybrid Form)
Medium Humanoid (Human, Large Humanoid (Human, Large Humanoid (Human,
Wereeagle Shapechager) Shapechager) Shapechager)
Hit Dice: 1d8+1 plus 3d8+9 (32 hp) 1d8+1 plus 3d8+9 (32 hp) 1d8+1 plus 3d8+9 (32 hp)
Initiative: +0 +3 (Dex) +3 (Dex)
Speed: 30 ft 10 ft, fly 80 ft (average) 20 ft, fly 60 ft (average)
12 (+2 natural), touch 10, flat-footed 15 (-1 size, +3 Dex, +3 natural), touch 15 (-1 size, +3 Dex, +3 natural), touch
Armor Class:
12 12, flat-footed 12 12, flat-footed 12
Base Attack/Grapple: +3/+4 +3/+12 +3/+12
Attack: Longsword +4 melee (1d8+1/19-20) Claw +8 melee (1d6+4) Claw +8 melee (1d6+4)
Longsword +8 melee (1d8+5/19–20),
2 claws +8 melee (1d6+5), peck +6
Full Attack: Longsword +4 melee (1d8+1/19–20) claw +6 melee (1d6+5) or peck +6 melee
melee (1d8+2)
(1d8+2), 2 claws +8 melee (1d6+5)
Space/Reach: 5 ft/5ft 10 ft/5ft 10 ft/5ft
Special Attacks: — Curse of lycanthropy Curse of lycanthropy
Alternate form, eagle empathy, Alternate form, eagle empathy; damage Alternate form, eagle empathy; damage
Special Qualities:
low-light vision reduction 10/silver, low-light vision reduction 10/silver, low-light vision
Saves: Fort +7, Ref +4, Will +1 Fort +9, Ref +5, Will +3 Fort +9, Ref +5, Will +3
Str 13, Dex 11, Con 12, Int 10, Wis 11, Str 21, Dex 17, Con 16, Int 10, Wis 15, Str 21, Dex 17, Con 16, Int 10, Wis 15,
Abilities:
Cha 8 Cha 12 Cha 12
Knowledge (nature) +4, Listen +2, Knowledge (nature) +4, Listen +4, Knowledge (nature) +4, Listen +4, Sense
Skills:
Sense Motive +2, Spot +4, Survival +2 Sense Motive +4, Spot +10, Survival +4 Motive +4, Spot +10, Survival +4
Alertness, Fly-by Attack, MultiattackB,
Feats: (same as human form) (same as human form)
Power Attack
Environment: Cold plains, forest, mountains Cold plains, forest, mountains Cold plains, forest, mountains
Organization: Solitary or pair (same as human form) (same as human form)
Challeng Rating: 4 4 4
Treasure: Double standard Double standard Double standard
Alignment: Usually neutral good Usually neutral good Usually neutral good
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3
150
Monsters
Table 8.11: Wereraven (Human Form) Wereraven (Voron Form) Wereraven (Hybrid Form)
Medium Humanoid (Human, Large Humanoid (Human, Large Humanoid (Human,
Wereraven Shapechager) Shapechager) Shapechager)
Hit Dice: 1d8+1 plus 2d10 + 2 (18 hp) 1d8+1 plus 2d10 + 2 (18 hp) 1d8+1 plus 2d10 + 2 (18 hp)
Initiative: +0 +1 (Dex) +1 (Dex)
Speed: 30 ft 10 ft, fly 40 ft (average) 20 ft, fly 40 ft (average)
14 (+1 Dex, -1 size, +4 natural), 14 (+1 Dex, -1 size, +4 natural),
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
touch 10, flat-footed 13 touch 10, flat-footed 13
Base Attack/Grapple: +2/+3 +2/+10 +2/+10
Dagger +6 melee (1d4+4/19–20) or peck
Attack: Dagger +3 melee (1d4+1/19–20) Peck +6 melee (1d8+4)
+6 melee (1d8+4)
Dagger +6 melee (1d4+4/19–20), peck
Full Attack: Dagger +3 melee (1d4+1/19–20) Peck +6 melee (1d8+4)
+6 melee (1d8+4)
Space/Reach: 5 ft/5 ft 10 ft/5 ft 10 ft/5 ft
Special Attacks: — Curse of lycanthropy, blind Curse of lycanthropy, blind
Alternate form, voron empathy, Alternate form, voron empathy, damage Alternate form, voron empathy, damage
Special Qualities:
low-light vision reduction 10/silver, low-light vision reduction 10/silver, low-light vision
Saves: Fort +6, Ref +3, Will +1 Fort +6, Ref +4, Will +2 Fort +6, Ref +4, Will +2
Str 13, Dex 11, Con 12, Int 10, Wis 11, Str 19, Dex 13, Con 12, Int 10, Wis 13, Str 19, Dex 13, Con 12, Int 10, Wis 13,
Abilities:
Cha 8 Cha 8 Cha 8
Knowledge (any one) +2,
Knowledge (any one) +2, Listen +3, Knowledge (any one) +2, Listen +4,
Skills: Listen +4, Spot +4, Search +2,
Spot +3, Search +2, Survival +2 Spot +4, Search +2, Survival +3
Survival +3
Alertness, Fly-by Attack,
Feats: (same as human form) (same as human form)
MultiattackB
Environment: Cold plains, forest, mountains Cold plains, forest, mountains Cold plains, forest, mountains
Organization: Solitary, pair, or murder (4–16) (same as human form) (same as human form)
Challeng Rating: 3 3 3
Treasure: Double standard Double standard Double standard
Alignment: Usually neutral evil Usually neutral evil Usually neutral evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3
Table 8.12: Werefrog (Human Form) Werefrog (Shakushka Form) Werefrog (Hybrid Form)
Medium Humanoid (Human, Medium Humanoid (Human, Medium Humanoid (Human,
Werefrog Shapechager) Shapechager) Shapechager)
Hit Dice: 1d8+1 plus 1d10+4 1d8+1 plus 1d10+4 1d8+1 plus 1d10+4
Initiative: +0 +2 (Dex) +2 (Dex)
Speed: 30 ft. 30 ft. 30 ft.
16 (+2 Dex, +4 natural), touch 12, 16 (+2 Dex, +4 natural), touch 12,
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
flat-footed 14 flat-footed 14
Base Attack/Grapple: +1/+2 +1/+2 +1/+2
Dagger +2 melee (1d4+1/19–20) or
Attack: Dagger +2 melee (1d4+1/19–20) Bite +3 melee (2d4)
bite +3 melee (2d4)
Dagger +2 melee (1d4+1/19–20),
Full Attack: Dagger +2 melee (1d4+1/19–20) Bite +3 melee (2d4)
bite +3 melee (2d4)
Space/Reach: 5 ft/5 ft 5 ft/5 ft (10 ft.) 5 ft/5 ft
Special Attacks: — Curse of lycanthropy, tongue Curse of lycanthropy
Alternate form, frog empathy, Alternate form, frog empathy, damage Alternate form, frog empathy,
Special Qualities:
low-light vision reduction 10/silver, spell-like abilities damage reduction 10/silver
Saves: Fort +4, Ref +1, Will +0 Fort +7, Ref +3, Will +1 Fort +7, Ref +3, Will +1
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha Str 13, Dex 15, Con 18, Int 10, Wis 13, Str 13, Dex 15, Con 18, Int 10, Wis
Abilities:
8 Cha 8 13, Cha 8
Skills: Jump +5, Hide +2, Listen +4, Spot +4 Jump +5, Hide +5, Listen +5, Spot +5 Jump +5, Hide +5, Listen +5, Spot +5
Feats: Alertness, Weapnon Finesse, Spring Attack (same as human form) (same as human form)
Environment: Cold marsh Cold marsh Cold marsh
Organization: Solitary (same as human form) (same as human form)
Challeng Rating: 2 2 2
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3
151
Frost and Fur
Vampire: Cold Stranger round of contact drain the victim of 1d4 points of Constitution. If
the creature is drained to a Constitution of 0 or less, it will rise as
There are rarely traditional vampires in the frozen wastes.
a cold stranger if it had 5 or more HD. Otherwise it remains
Instead, the bards tell stories of “cold strangers”. These lonely,
dead. Cold strangers have no control over strangers they spawn.
restless souls travel through cold lands looking for hospitality.
Unfortunately, the contact they seek feeds not just their hearts Special Qualities: A cold stranger retains the special qualities of
but their bodies, draining the warmth from a living form, leaving the base creature and that listed below, and also gains the undead
a frozen body (or worse, another “stranger”). “Cold stranger” is type and the cold subtype.
a template that can be added to any humanoid or monstrous
Damage Resistance: 10/magic
humanoid (hereafter referred to as the “base creature”). The
creature’s type changes to “undead”. It uses all the base crea- Turn Resistance: +3
ture’s statistics and special abilities, except as noted here. Saves: Same as the base creature.
Hit Dice: Increase to d12. Abilities: Increase from the base creature as follows: Str +4, Dex
Speed: Same as base creature. +2, Int +2, Wis +2, Cha +6. As an undead creature, the cold
stranger has no Constitution score.
AC: The base creature’s natural armor increases by +4.
Skills: The cold stranger gains a +8 racial bonus to Bluff, Hide,
Attack: A cold stranger retains all the attacks of the base creature
Listen, Move Silently, Search, Sense Motive and Spot checks.
and also gains a slam attack if it does not already possess one.
Otherwise same as the base creature.
Full Attack: A cold stranger fighting without weapons uses either
Environment: Cold
its slam attack or its natural weapons. When armed, the cold
stranger will usually use the weapon as the primary attack along Organization: Solitary
with the slam or any other natural weapons as secondary attacks. Challenge Rating: Same as the base creature + 1
Damage: Cold strangers have slam attacks; for damage, use Treasure: Standard
the damage values in the table below. Creatures with natural
attacks retain their damage ratings or use the values below, Alignment: Usually neutral evil
whichever is better. Advancement: By character class
Size Damage Level Adjustment: base creature +6
Tiny 1
Diminutive 1d2
Identifying Cold Strangers
Tiny 1d3
The easiest way to identify a cold stranger is to touch its skin,
Small 1d4
which is ice cold. However, a more subtle method is to look at
Medium 1d6
its eyes; the eyes of a cold stranger are coated in a layer of ice.
Large 1d8
Huge 2d6 However, making direct eye contact leaves one vulnerable to the
Gargantuan 2d8 stranger’s seduce gaze attack.
Colossal 4d6
Wastlings
Special Attacks:A cold stranger retains all the special attacks of Centuries of breeding in an icy environment have produced
the base creature and also gains those listed below. Saves have a countless creatures that are suited to the cold. “Wastling” is a
DC of 10 + ½ the cold stranger’s HD + the stranger’s Charisma template that can be added to any corporeal creature (hereafter
modifier unless noted otherwise. referred to as the “base creature”) that lacks the cold subtype.
Seduce (Su): A cold stranger is capable or building a rapport The creature gains the cold subtype. It uses all base creature’s
almost instantly with nearly anyone, usually just by looking statistics and special abilities except as noted here.
them in the eye. This is similar to a gaze attack, except the cold Hit Dice: Same as the base creature.
stranger must take a standard action, and those merely looking at
it are not affected. Anyone targeted must make a Will save or Speed: Same as the base creature.
immediately trust the stranger as if affected by a charm person AC: The base creature’s natural armor improves by +1
spell cast at 12th -level. This ability has a range of 30 feet.
Attack:Same as the base creature.
Energy Drain (Su): Living creatures hit by a cold stranger’s slam
Full Attack: Same as the base creature.
attack suffers 1 negative level. The Fort save to remove the neg-
ative level has a DC of 15. Special Attacks:A wastling retains all the special attacks of the
base creature and also gains 1d3 abilities chosen from those
Warmth Drain (Ex): A cold stranger drains body heat through
listed below. Additionally, the creature automatically gains the
extensive physical contact (such as through a grapple). Each
Hot-Blooded feat.
152
Monsters
usually use the weapon as the primary attack along with the slam
Breath Weapon (Su): Cone of cold, 30 ft. 1d6 damage. or any other natural weapons as secondary attacks.
Ice Hearing (Su): The creature has the Ice Hearing feat. Damage: Glacier wights have slam attacks. If the base creature
Ice Meld (Su): As a full-round action, the wastling may meld does not have this attack form, use the damage values in the
with any body of ice. While within a body of ice, the creature table below. Creatures with natural attacks retain their old dam-
moves with a base speed of 40 ft, and may not be attacked; how- age ratings or use the values below, whichever is better.
ever, the only sense the creature can use is its Ice Hearing (a
Size Damage
silent enemy will be undetectable). As an additional full round Tiny 1
action, the wastling may exit the ice. Use of this ability provokes Diminutive 1d2
attacks of opportunity. Tiny 1d3
Snowshoes (Ex): The creature has the snowshoes feat. Small 1d4
Medium 1d6
Special Qualities: A wastling retains all the special qualities of Large 1d8
the base creature and those listed below. Huge 2d6
Cold Subtype (Ex): Cold immunity but vulnerability to fire. Gargantuan 2d8
Creature takes 50% additional damage from fire based attacks. Colossal 4d6
Saves: Same as the base creature. Special Attacks: A glacier wight retains all the special attacks of
the base creature and also gains those listed below.
Abilities: As the base creature.
Energy Drain (Su): Living creatures hit by the glacier wight’s
Skills: Wastlings receive a +4 racial bonus to Climb, Balance,
slam attack suffer 1 negative level. The Fort save to remove the
Listen, and Spot.
negative level has a DC of 15.
Feats: As the base creature.
Create Spawn (Su): Any humanoid slain by a glacier wight
Environment: As base creature and arctic. becomes a glacier wight in 1d4 rounds. Spawn are under the
Organization: As base creature command of the glacier wight that created them and remain
enslaved until its death. They do not possess any of the abilities
Challenge Rating: Same as the base creature +2. they had in life.
Treasure: As base creature. Ice Meld (Su): As a full-round action, the glacier wight may
Alignment: As base creature. meld with any body of ice. While within a body of ice, the wight
moves with a base speed of 40, and may not be attacked; how-
Advancement: As base creature. ever, the only sense the wight can use is its Ice Hearing (a silent
Level Adjustment: base creature +4 enemy will be undetectable). As an additional full round action,
the glacier wight may exit the ice. Use of this ability provokes
Wight, Glacier attacks of opportunity.
Those unfortunate enough to perish in the ice do not always Special Qualities: A glacier wight retains all the special quali-
remain at rest. The ice itself claims their souls, raising them as ties of the base creature and those listed below.
glacier wights whose only goal is to add more freezing bodies to
Undead: Immune to mind-influencing effects, poison, sleep,
the ranks of the dead. “Glacier wight” is a template that can be
paralysis, stunning, and disease. Not subject to critical hits, sub-
added to any humanoid or monstrous humanoid creature
dual damage, ability damage, energy drain, or death from mas-
(referred to hereafter as the “base creature”). The creature’s type
sive damage.
changes to “undead”. It uses all base creature’s statistics and spe-
cial abilities except as noted here. Saves: Same as the base creature.
Hit Dice: Increase to d12. Abilities: Increase from the base creature as follows: Str +1, Dex
+1, Wis +2, Cha -4. As undead creatures, glacier wights have no
Speed: Same as the base creature. (Speed when within ice is 40
Constitution score.
feet.)
Skills: Glacier wights receive a +6 racial bonus to Climb, Bal-
AC: The base creature’s natural armor improves by +1
ance, Listen, and Spot.
Attacks: A glacier wight retains all the attacks of the base crea-
Feats: Glacier wights gain Ice Hearing, assuming the base crea-
ture and also gains a slam attack if it didn’t already have one.
ture meets the prerequisites and doesn’t already have this feat.
Full Attack: A glacier wight fighting without weapons uses
Environment: Arctic.
either its slam attack or its natural weapons. When armed, it will
Organization: Solitary.
153
Frost and Fur
Challenge Rating: Same as the base creature +2. There was a knock at the wooden fortress known as Novo
Treasure: none. Arkhangel’sk. It was an impressive structure, created out of
imported wood from Torassian forests. Thick logs held the
Alignment: Always chaotic evil. snow at bay, but it did little to stop the cold that whistled
Advancement: By character class. through the smallest spaces between the beams.
154
Monsters
Some of the women began to wail deep in the fort. Anjka By the third day, Aleksander’s supplies ran out. He had
herded them to one side of it, the side furthest away from her tried and failed to start a campfire and his shelter had col-
god. “Tornarssuk!” they shouted over and over. She knew lapsed. A particularly bitter snowstorm had kicked up,
their chants would save them from their furious deity. making tracking difficult for Kanereyklak. However, there
was only one outcropping that could provide shelter from
“Fire!” Aleksander screamed. “Kill it!” When the guard
the storm. Kanereyklak did not need to see tracks to know
failed to respond, he snatched the weapon from him, aimed
where his prey was hiding.
at the beast, and pulled the trigger.
Visibility was down to few dozen feet at most. The snow tore
There was a splash of ichor from the beast’s head and it let
at Kanereyklak’s parka. He appeared suddenly before
loose a horrible roar. Then it undulated in massive flops
Aleksander like a yeti in the flailing storm.
towards the fort at incredible speed. Some of the guards
screamed and ran towards the center of the fort. Aleksander, half-mad from hunger, aimed his rifle and
fired. He had plenty of bullets.
“Hold the gate! Shore up the gate!” Aleksander shouted, but
it was already upon them. It smashed its massive bulk into But the trigger did not move. The weapon had frozen up in
the great wooden gate with a shrug of its shoulders. The gate the few moments he had exposed it.
cracked and splintered.
Slowly, inexorably, Kanereyklak continued to plod towards
Tornarssuk reared back and smashed through the gate. him through the snow.
Splintered lumber collapsed on the few men who had tried to
Screaming a Torassian curse, Aleksander threw the rifle
bar the entrance.
down into the snow. Kanereyklak stopped a few feet away.
Chaos engulfed the fortress. So accustomed to being invul-
There was a whistle, almost indistinguishable from the
nerable to any outside threat, few of the men were prepared
howling wind, and Aleksander’s leg exploded with blood.
for such an attack. The coughing snap of gunfire punctu-
He screamed and fell over into the snowdrift, writhing in
ated the anguished screams of men. Where Tornarssuk’s
pain.
mighty maw did not crunch men up like corn, its tentacles
snaked into dwellings and beds, tearing them from wherever Kanereyklak knocked another arrow.
they tried to hide. “You!” Aleksander screamed, his beard flecked with blood
Kanereyklak stepped his way around the back of the fort as and ice. “I could make you rich!” He stumbled to get up, fell
the women ran out, interspersed here and there by a fleeing over, and stumbled again. “You could be my proxy and
Torassian. He knocked an arrow with a wooden shaft and a together the Tsar would make us powerful men!”
long, barbless bone point. Kanereyklak pulled the bowstring Kanereyklak said in hushed tones, “You have broken the
back with seasoned precision. As the Torassians stumbled laws of nature. You disrespect the seal, the caribou. You kill
towards him, he fired one arrow and then smoothly knocked what you do not need, for something you cannot use. Your
and fired another. money means nothing here.”
One by one, the Torassians collapsed with arrows in their “Is this over your wife?” Aleksander said, almost giggling
throats. But Kanereyklak was looking for one man in par- in his hysteria. “I did not touch her! None of my men did!”
ticular. He reached into his boot and pulled out his hunting knife.
Aleksander, far too experienced to panic even in a situation Kanereyklak stood over the panting man. “It is not because
of supernatural proportions, had crept his way out of the you stole my wife. You are suffering now because you have
fort. By the time the beast decided to burrow back into the ignored and abused the land. I have come to give you
ice, pulling what was left of the fort with it, he had put mercy. The land will not be so kind.”
many miles between them.
Aleksander was silent as he looked into Kanereyklak’s eyes.
Kanereyklak knew all this, because he identified Alek- They were filled with pity.
sander’s tracks. Aleksander had taken what time he could
to grab a few supplies and his rifle. In theory he could hunt He closed his eyes and turned his head.
and survive long enough to return to Torassia. After all, Aleksander’s body jumped from the impact of the arrow
Kanereyklak had taught him the ways of the kolosh. He through his heart. Then he was still.
followed the trail.
Kanereyklak took the hunting knife out of the dead man’s
On the second day, Aleksander was getting desperate. His hands and slit the corpse’s throat.
tracks had become erratic. The seals would not present
themselves, nor would the caribou, nor would any other ani-
mal. They would not allow Aleksander to hunt them.
155
Magic Items
Nordic Magic Items Caster Level: 5th; Prerequisites: Forge Ring, creator must have 5
ranks of the Survival skill; Market Price: 2,000 gp.
Helm of Awe
Shirt of Invulnerability
The aegishjálmr, or helm of awe, is actually a silver circlet.
When charging into battle, any enemies within a 120 feet are These +1 silk shirts are enchanted to provide protection from
affected as if the wearer was under the effects of a by a sanctu- everything a warrior might fear on campaign, including cold
ary spell (Will negates DC 16). resistance, fire resistance, exhaustion, and hunger.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor,
sanctuary; Market Price: 10,000 gp. resist energy, endurance, create food and water; Market Price:
32000 gp.
Magical Weapon Special Ability:
Shirt of Chilling
Namekiller This shirt absorbs the first 10 points of fire damage per round
This weapon is enchanted to slay those whose true name are that the wearer would normally take (similar to the resist ele-
known to the wielder. So long as the wielder speaks the victim’s ments spell).
true name upon attacking (can’t be silenced or muffled), the
weapon acts as a vorpal weapon against that foe only. Note that Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor,
true names are not easy to come by. At the minimum, it requires resist energy; Market Price: 16,000 gp.
a Knowledge check (DC 25 + victim’s level) to determine the
foe’s name. Shirt of Warmth
This shirt absorbs the first 10 points of cold damage per round
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor,
that the wearer would normally take (similar to the resist ele-
keen edge, circle of death, legend lore; Market Price: +4 bonus.
ments spell).
Magical Weapon Special Ability: Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor,
Rockslicer resist elements; Market Price: 16,000 gp.
This weapon is enchanted to slice through iron or even solid
rock. Any creature that has Earth as its type loses its natural
Shirt of Invigoration
armor against this weapon. The shirt refreshes the body and mind, so that its wearer needs
only sleep 2 hours per day to gain the benefit of 8 hours of sleep.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, The shirt must be worn for a full week before it begins to work.
keen edge, stone to flesh; Market Price: +4 bonus. If it is removed, the owner must wear it for another week to reat-
tune it to himself.
Necklace of Protection
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor,
This necklace grants the wearer damage reduction of 5/magic
endurance; Market Price: 3,500 gp.
against iron and slashing weapons.
Caster Level: 18th; Prerequisites: Craft Wondrous Item, stone- Shirt of Sustenance
skin, wish or miracle; Market Price: 9,000 gp. This shirt continually provides its wearer with life-sustaining
nourishment. The shirt also refreshes the body and mind, so that
Reindeer Hide its wearer needs only sleep 2 hours per day to gain the benefit of
This hide protects the wearer with the armor class of a byrnie. 8 hours of sleep. The shirt must be worn for a full week before it
begins to work. If it is removed, the owner must wear it for
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor,
another week to reattune it to himself.
mage armor; Market Price: 16,000 gp.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor,
Ring of Guidance create food and water; Market Price: 3,500 gp.
This ring continually grants a +10 competence bonus to naviga-
tionn checks.
156
Magic Items
Thor’s Hammer Caster Level: 15th; Prerequisites: Craft Wondrous Item, creator
must have 5 ranks of the Craft (weaving) skill, legend lore; Mar-
This amulet is carved in the shape of an upside-down hammer
ket Price: 49,900 gp; Weight: 3 lb.
with two eyes engraved on the hilt so Thor can see what is hap-
pening to the wearer. It bestows a +1 luck bonus to all saving
throws upon whoever wears it, so long as they are true to Thor’s
Chilkat Shirt
ideals (chaotic good in alignment). A Chilkat shirt is similar to a Chilkat blanket, only in a much
more practical shirt form. Also like the Chilkat blankets, they
Caster Level: 5th; Prerequisites: Craft Wondrous Item, divine have some level of sentience and can speak to those who know
favor; Market Price: 1,000 gp. how to listen. They have the same statistics as Chilkat blankets
but instead take up a vest, vestment, or shirt slot.
Caster Level: 15th; Prerequisites: Craft Wondrous Item, creator
Eskimo Magic Items must have 5 ranks of the Craft (weaving) skill, legend lore; Mar-
ket Price: 49,900 gp; Weight: 5 lb.
Ambelan
An ambelan is a special apron worn during healing ceremonies. Ibrukaon
Made of leather or bark, it is tied around the waist and is the only An ibrukaon is a divining stick with a thong attached. The caster
item of clothing the angakoq wears. It usually has a fringe at the loops the thong around a patient’s head and asks questions. He
bottom from which dangle deer-hoof rattles and has some an lifts the ibrukaon to determine the answer. If the ibrukaon is heavy,
embroidered design on the front. An ambelan provides a +10 the answer is affirmative. If it is light, the answer is negative. It
competence bonus to Heal checks. provides a -5 circumstance pentalty to the patients’ Will save.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator
must have 5 ranks of the Craft (barkcraft) skill; Market Price: must have 5 ranks of the Craft (woodwork) skill, scrying; Mar-
2,000 gp; Weight: 5 lb. ket Price: 2,000 gp; Weight: 1 lb.
157
Frost and Fur
burrows out of sight, but he still takes 3d6 points of damage. The Sayiws
kikituk then reverts to its idol form.
A headdress made of long, thick woolen strands. It is used with
Caster Level: 19th; Prerequisites: Craft Wondrous Item, creator the Spirit Dance. After it is created, it is subjected to purification
needs 5 ranks of the Craft (woodwork) skill, dispel evil, remove and power charging. It provides a confers a -5 circumstance
disease, slay living; Market Price: 134,720 gp; Weight: 1 lb. penalty to Will saves and takes up a headband, hat, or helmet slot.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, scrying;
Kwacmin Market Price: 2,000 gp; Weight: 1 lb.
A rattle-stick carried by angakoq in healing ceremonies. It is a
club-like staff of wood with an animal or human head carved on Skudilitc
top. It is decorated with designs and deer hoof pendants that rat-
Tke skudilitc is a painted power board used in performing a heal-
tle. It is obtained after gaining at least four levels as an angakoq.
ing ceremony. The power sticks are loop-shaped pieces of natu-
The kwacmin bestows a +10 competence bonus to the Perform
rally twisted cedar branches or bark, wrapped with scarlet cloth.
(dance) skill
The power boards are rectangular cedar boards, approximately 12
Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator by 18 inches, with slots cut into them by which they are held.
must have 5 ranks of the Perform (dance) skill; Market Price: Sometimes, they are carved or painted with a face or a skeletal fig-
2,000 gp; Weight: 1 lb. ure. When painted, they are usually red and black or white and
black. Skudilitcs are semi-empathic intelligent items, with an Intel-
Lagekwa ligence of 2d6+5, a Wisdom of 2d6+5 and a Charisma of 3d6.
This is a neck collar that is made of dyed red cedar bark. It takes When using their power, they drag the user about, as the skudilitc
up an amulet, brooch, medallion, necklace, periapt or scarab slot. quivers and shakes. When a skudilitc is waved over a patient, the
A lagekwa provides a +10 competence bonus to Heal checks. board can impart information about the target’s physical condition
to the person holding the board as per the status spell.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator
must have 5 ranks of the Craft (barkcraft) skill; Market Price: Caster Level: 7th; Prerequisites: Craft Wondrous Item, creator
2,000 gp; Weight: -. must have 5 ranks of the Craft (woodwork) skill, status; Market
Price: 66,000 gp; Weight: 1 lb.
Magic Weapon Special Ability:
Totem Pole
Scrimshaw
Cut from mature cedar trees, totem poles are carved and raised to
Inua, the spirits of the land, can be wooed by creating beautifully
represent a family-clan, its kinship system, accomplishments,
crafted carvings on the handles and blades of hunting weapons.
stories, rights and prerogatives. Totem poles serve as the emblem
The hunter can also trick animals or subdue them by enlisting
of a family or clan and often as a reminder of its ancestry. Totem
spiritual aid. He makes his weapons from materials familiar and
poles can provide a variety of information, depending on the
comforting to his prey and he calls on spirit-helpers by decorat-
level of power imbued in the totem pole. At the lowest level of
ing his hunting equipment with images of his quarry’s natural
power, it merely provides the ability to speak with dead – specif-
predators. This imparts the predator’s strength, power, or swift-
ically, the deceased elder it is built in remembrance of (even
ness to the hunter or his weapons. The weapon excels at hunting
though there is no corpse present), usable once per day. Totem
and attacking one type of animal. Against that particular animal,
poles that are erected to represent an encounter with a supernatu-
it bestows a +10 competence bonus to Survival checks, a +2
ral being act as the commune spell, once per day. More powerful
bonus to its normal enhancement, and an additional +2d6 points
totem poles that represent the great number of names and rights
of damage.
a person has acquired over their lifetime respond with legend
Caster Level: 8th; Prerequisites: Craft Wondrous Arms and lore, once per day. In all three cases, the totem poles respond in
Armor, creator must have 5 ranks of the Craft (scrimshaw) skill, the Tlingit tongue.
summon nature’s ally I; Market Price: +3 bonus.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, creator
must have 5 ranks of the Craft (woodwork) skill, speak with
Magic Weapon Special Ability: Story dead; Market Price: 5,400 gp; Weight: 50 lb.
Storytelling is an important aspect of Inuit culture as well as a
form of entertainment. Storytellers use story knives. The knife is Caster Level: 9th; Prerequisites: Craft Wondrous Item, creator
usually made of ivory with etched designs. The storyteller draws must have 5 ranks of the Craft (woodwork) skill, commune;
the scenes in the snow with the knife. It bestows a +10 compe- Market Price: 16,200 gp; Weight: 100 lb.
tence bonus to the Perform (storytelling) skill. Caster Level: 11th; Prerequisites: Craft Wondrous Item, creator
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, must have 5 ranks of the Craft (woodwork) skill, legend lore;
creator must have 5 ranks of the Craft (scrimshaw) skill; Market Market Price: 23,760 gp; Weight: 200 lb.
Price: +1 bonus.
158
Magic Items
Slavic Magic Items Ball of Direction
This location device appears to be normal toy ball, approxi-
Apple of Beauty mately three inches in diameter. Once per day the ball can be
Eating an apple raises the eater’s Charisma by 2 permanently. A tossed on the ground; it will roll in the direction of the target as
second apple adds +1. Additional apples have no effect. per a locate object or locate creature and find the path spell. The
target must be unique, but need not be personally observed by
Caster Level: 9th; Prerequisites: Brew Potion, alter self, perma- the person using the ball. The ball will roll until it reaches its
nency, creator must have 5 ranks in Survival skill; Market Price: destination or can roll no further due to a major obstacle (it will
2,250 gp. not roll up walls, for example). Wooden balls will roll over water
(copper, silver, or gold balls will not). The ball has enough sense
Apple of Horns to roll around minor obstacles like trees, bushes, ditches, etc.
Eating up to two of these apples causes the target to grow a horn whenever possible. Mislead, nondetection, and polymorph spells
each time. For each apple eaten, the eater’s Charisma is perma- can fool it. Upon reaching its destination, the ball disappears.
nently reduced by 1. The eater can grow up to two horns and suf-
Caster Level: 11th; Prerequisites: Craft Wondrous Item, locate
fer a –2 Charisma penalty per head possessed.
object, locate creature, find the path; Market Price: 3,300 gp;
Caster Level: 9th; Prerequisites: Brew Potion, alter self, bestow Weight: 1 lb.
curse, permanency, creator must have 5 ranks in Survival skill;
Market Price: 2,250 gp; Weight: -. Barrel of Finding
This barrel, once set adrift in the ocean, will unerringly float to
Apple of Sleep its intended target. It will float away from anyone else who tries
These apples cause the person who eats it to fall asleep for three to grab it. The target may then use it as he sees fit. The barrel
days straight, as per the binding (slumber) spell. switches owners in this fashion each time it reaches its intended
Caster Level: 15th; Prerequisites: Brew Potion, binding, creator target and its contents are opened.
must have 5 ranks in Survival skill; Market Price: 6,000 gp. Caster Level: 11th; Prerequisites: Craft Wondrous Item, locate
object, locate creature, find the path; Market Price: 13,200 gp;
Apple of Youth Weight: 30 lb.
These apples reduce the age of the eater by one age category per
apple consumed. The age category cannot be reduced below Bogatyr Ashes
Adulthood. Consuming these ashes causes a female to become pregnant and
Caster Level: 13th; Prerequisites: Brew Potion, regenerate, cre- give birth in a few hours. The child is automatically a bogatyr.
ator must have 5 ranks in Survival skill; Market Price: 4,550 gp. Caster Level: 7th; Prerequisites: Brew Potion, reincarnate,
requires ashes of a deceased bogatyr; Market Price: 1,400 gp.
Axe, Golden
This cursed golden handled +2 battleaxe cannot be put down. Bowl of Blood
Once touched, the wielder cannot remove his hand from it. Its This bowl acts as a deathwatch spell on the last person to touch
head also sticks to any plant matter its touches, rendering it and it. As the linked person loses hit points, it gradually fills with
the character useless. Once the curse is activated, the axe can be blood by teleporting the blood loss from the linked person to the
removed only by a remove curse spell, a wish, or a miracle. bowl. When the linked person reaches 10% or less of her hit
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, points, the bowl overflows with blood. The blood has all the
bestow curse, and limited wish or miracle; Market Price: 1,500 properties of the linked person’s blood. The bowl will not work
gp; Weight: 7 lb. on beings that do not possess a circulatory system. Vampires
greatly covet this bowl.
Axe of Shipmaking Caster Level: 3rd; Prerequisites: Craft Wondrous Item, death-
One blow with this axe creates a large ship as per a folding boat. watch; Market Price: 6,000 gp; Weight: 1 lb.
Each ship is manned with fifteen crewmembers and one cannon.
It can create up to 100 ships in this fashion. Hiding the axe Box of Glorious Gardens
behind the wielder’s back instantly dismisses all ships. The ships This box creates a glorious garden when opened, with flowers
appear in the nearest body of water – if no body of water is and paths, as per the plant growth spell as if cast by a 17th level
within one mile of the wielder, no ship appears. All crew are caster. Closing the box ends the spell immediately.
considered summoned monsters, are loyal to the wielder, and
Caster Level: 17th; Prerequisites: Craft Wondrous Item, plant
will follow any instructions to the death.
growth; Market Price: 102,000 gp; Weight: 25 lb.
Caster Level: 18th; Weight: 7 lb. Minor artifact.
159
Frost and Fur
Bridge Kerchief Castle Casket
This kerchief, when waved three times on the user’s right side, This magical casket comes in three versions: bronze, silver, and
creates a bridge over any opening up to 20 feet long. Waving it gold. The bronze version acts as a D’s instant fortress. The silver
three times on the left side will cause it to vanish. Waving it only version creates a double-strength fortress with two towers, and
twice will cause it become very slender so that any person to the gold version creates a triple strength fortress with three tow-
stepping onto the middle of the bridge will cause it to collapse. ers. Everything about the tower is multiplied by a factor of two or
Bridge Trap: CR 1; no attack roll necessary; Reflex save (DC three, including height, square footage, hit points and hardness.
20) avoids; Search (DC 20); Disable Device (DC 20). Bronze: Caster Level: 12th; Prerequisites: Craft Wondrous
Caster Level: 20th; Prerequisites: Craft Wondrous Item, minor Item, M’s magnificent mansion; Market Price: 168,000 gp;
creation; Market Price: 160,000 gp; Weight: - lb. Weight: 25 lb.
Broom of Tracklessness Silver: Caster Level: 16th; Prerequisites: Craft Wondrous Item, M’s
magnificent mansion; Market Price: 224,000 gp; Weight: 25 lb.
This broom, when swept behind the user, removes all tracks as
the pass without trace spell. Gold: Caster Level: 20th; Prerequisites: Craft Wondrous Item, M’s
magnificent mansion; Market Price: 280,000 gp; Weight: 25 lb.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, pass with-
out trace; Market Price: 2,000 gp; Weight: 4 lb.
Cauldron of Beauty
Brush of Forests This cauldron, when boiled with milk, causes any good-aligned
humanoid that dips in it to gain a permanent inherent bonus of
This brush, when thrown to the ground outdoors, creates a mas-
+5 to his Charisma score. The creature emerges unharmed, more
sive forest, so large and thick that a man can not put his hand
beautiful than before. Evil beings that enter the boiling milk suf-
through it, nor ride around it in three years. The forest is filled
fer 10d6 points of damage and no Charisma bonus. It will only
with animals and plants appropriate to the climate. It perma-
work once, whereupon it becomes a normal cauldron.
nently alters the terrain.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, alter self,
Caster Level: 18th; Weight:-. Minor artifact.
permanency; Market Price: 25,000 gp; Weight: 5 lb.
Cabbage of Growth Chisel of Direction
This cabbage grows once a day as per the plant growth spell. It
By throwing this chisel, it will land at the point of a person’s
will keep growing in this fashion infinitely.
location. The person must of course be underground for the
Caster Level: 9th; Prerequisites: Brew Potion, plant growth, per- chisel to work.
manency, creator must have 5 ranks in Survival skill; Market
Caster Level: 11th; Prerequisites: Craft Wondrous Item, locate
Price: 2,250 gp.
creature; Market Price: 3,300 gp; ; Weight: 5 lb.
Cap of Invisibility Claws of Climbing
By wearing this simple cap, the wearer can become invisible, as
These +1 climbing claws and cleats will magically fasten onto a
the spell.
nearby humanoid that wishes to climb any surface. On very
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, invisibil- smooth surfaces where there are no hand- or footholds, the claws
ity; Market Price: 20,000 gp; Weight: - lb. provide no bonus but allow it to be climbable (DC 15). For all
other surfaces, the claws bestow a +8 enhancement bonus to
Carpet of Transformation Climb checks (each claw bestows a +2 bonus). The use of these
Striking this carpet while standing on it transforms the striker claws reduces Move Silently checks by –8 (each claw bestows a
into a small bird. Striking it again reverses the transformation. –2 penalty). The claws can be used in melee with open-handed
Up to three people can strike it at once. slaps and kicks if the wielder has the Exotic Weapon Proficiency
feat. Otherwise, she suffers a –4 penalty to attack rolls. Strikes
Caster Level: 15th; Prerequisites: Craft Wondrous Item, animal with the claws (slap or kick) receive a +1 enhancement bonus to
shapes; Market Price: 240,000 gp. attack, inflict 1d4+1 Piercing damage and have a Critical of X2.
The claws never wear down. It is considered a special monk
Carriage of Transportation weapon.
Upon entering this carriage, the rider merely needs to blink his
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor,
eyes and the carriage transports him to the location he desires.
spider climb; Market Price: 3,585 gp; Weight: 4 lb.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, greater
teleport; Market Price: 138,600 gp; Weight: 400 lb.
160
Magic Items
Clubs of Beating by a slay living spell. If it instead touches a non-living item, the
equipment must make a saving throw every round or crumble.
These +1, +2, and +3 clubs come in three materials, pewter,
copper, and iron respectively. If the user inflicts damage on a Caster Level: 9th; Prerequisites: Craft Wondrous Item, tooth of
victim with a club of beating, it shatters after 1d4 hits. Upon an executed murderer, slay living; Market Price: 90,000 gp;
breaking, the victim suffers a suggestion. Weight: -.
Pewter: Caster Level: 5th; Prerequisites: Craft Arms and Armor,
suggestion; Market Price: 3,050 gp; Weight: 1 lb.
Dolls of Delving
These four dolls can speak to the user as per the stone tell spell.
Copper: Caster Level: 5th; Prerequisites: Craft Arms and Each time they are used, the target sinks into the earth as per the
Armor, suggestion; Market Price: 9,050 gp; Weight: 2 lb. meld into stone spell.
Iron: Caster Level: 5th; Prerequisites: Craft Arms and Armor, Caster Level: 11th; Prerequisites: Craft Wondrous Item, stone
suggestion; Market Price: 19,050 gp; Weight: 3 lb. tell, meld into stone; Market Price: 132,000 gp; Weight: 4 lb.
161
Frost and Fur
is activated, the armor can be removed only by means of a Magic Mirror
remove curse spell, a wish, or a miracle.
This mirror acts as a mirror of mental prowess except that it will
Caster Level: 13th; Prerequisites: Craft Magic Arms and not function on any being that stands directly behind it.
Armor, bestow curse, permanency; Market Price: 5,500 gp;
Caster Level: 18th; Prerequisites: Craft Wondrous Item, detect
Weight: 25 lb.
thoughts, scrying, clairaudience/clairvoyance, gate, commune;
Market Price: 175,000 gp; Weight: 40 lb.
Herbs of Sleep
These herbs, when burned, create a smoke cloud as per the fog Magic Shirt
cloud spell. Creatures in the cloud are affected by a sleep spell
This magic shirt bestows a +2 Strength enhancement bonus on
except it affects 2d4+8 HD of creatures.
whoever wears it.
Caster Level: 3rd; Prerequisites: Brew Potion, fog cloud, sleep,
Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor,
creator must have 5 ranks in Survival skill; Market Price: 600
bull’s strength; Market Price: 4,000 gp; Weight: 5 lb.
gp.
162
Magic Items
Potion of Life Sack of Punishing
This potion acts as a raise dead spell on whomever it is sprin- This sack contains two djinni who will hop out of the bag upon
kled upon. It requires the body of the creature to be whole or it command and begin attacking the nearest evil-aligned person
will not work. with clubs.
Caster Level: 9th; Prerequisites: Brew Potion, raise dead; Mar- Caster Level: 13th; Prerequisites: Craft Wondrous Item, summon
ket Price: 2,250 gp. monster VII; Market Price: 163,800 gp; Weight: ½ lb.
164
Norse Culture
he Norse peoples are legendary for their plundering raids, Using This Setting in Your Campaign
T but they were also great explorers. Although they are as
superstitious as any other people, they are extremely courageous.
Frost Giants: Giants have always been a part of Norse lore,
so this culture fits frost giants quite well. In a historical cam-
This unparalleled thirst for exploration and exploitation of other
cultures is an ingrained part of their society. Although the Norse paign, they might eventually be beaten back by superior
are farmers by trade, they are also all capable warriors. technology. But in a magical campaign, the frost giants’ large
size might give them an edge to remain a threat to all civi-
The Norse are well known for their gods. In this setting, the gods lized cultures for a very long time.
are preparing for an eventual Armageddon known as Ragnarok.
They are fickle beings that bestow their blessings on only those Nilfheim: Nilfheim, a land of ice, might be an afterworld for
who live up to their standards. your campaign’s dead. It is here that Hel has her hall, Eljudner,
where she judges those who die of sickness and old age. The
In a Nordic campaign, adventuring is a way of life. Norsemen other hall in Nilfheim is Nastrand, where rapists, murderers,
travel, explore, and conquer as a way of increasing their own
and oathbreakers are sent for punishment. The hall is built of
largesse and a means of expanding their territory. They venture
serpents wattled together, and all the heads of the serpents turn
into the unknown in all directions, sacking British lands and bat-
into the hall and vomit forth venom that flows in streams, and
tling “skraelings” in North America. Beyond the mundane
in these streams wade perjurers and murderers.
threats are the angry dead, dragons, trolls, and worse.
Lycanthropes: The Norse strongly believed in the act of
transformation from man to beast. All the raiders might be
werebears and werewolves who commit terrible raids every
season. This puts a new twist on an old culture and also dis-
guises the raiders—if they raid in their hybrid or animal
forms, it will make them very difficult to trace to their source.
165
Frost and Fur
Norse Classes fier. A high Charisma is critical in a godi’s use of skills to influ-
ence the brawny warriors and raiders.
Godi Alignment: Any. A godi’s alignment must have match one ele-
Godi are pagan priests burdened by the troth, the bond between ment of the three gods he worships.
gods and men. Godi act as the interpreters of the divine, and also Hit Die: d8.
as their spokesperson when berserkers, vitki, and voelva aren’t
speaking for them. Godi are much more preoccupied with every-
day activities than with divination or runes. They fill the role of
Class Skills
The godi’s class skills (and the key ability for each skill) are
priests in everyday life.
Animal Empathy (Cha), Diplomacy (Cha), Handle Animal
Adventures: Godi are officiants, although even that role is (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge
informal. They will often follow a warband, usually barbarians (history) (Int), Knowledge (religion) (Int), Perform (sing)
and warriors. Godi do not mesh well with “extremists” like (Cha), Ride (Dex), Spellcraft (Int), Survival (Wis).
berserkers, voelva, or vitki. In some sense, a godi is more of a
Skill Points at 1st Level: (4 + Int modifier) * 4
general practitioner that is looked down upon for his multiple
allegiances. Skill Points at Each Additional Level: 4 + Int modifier.
Characteristics: Godi are wiser than most, due to their knowl-
edge of the traditions and ceremonies of the Nordic people. Class Features
More than any other class, they embody the spirit of their people. All of the following are class features of the Godi.
They tend to be charismatic, if only because the Nordic people Armor and Weapon Proficiency: Godi are proficient with the
are a strong-willed folk and unlikely to take orders, even from following weapons: club, dagger, handaxe, quarterstaff, shorts-
the divine. The godi does more convincing than commanding. pear. They are not proficient with any type of armor or with
Alignment: Godi follow their god’s edicts. Their alignments shields.
range depending on the deities they follow. No single god is Deity, Domains, and Domain Spells: A godi chooses three
worshipped, but they are grouped in threes, by alignments com- deities to venerate along the lawful/neutral/chaotic or good/neu-
patible with the godi. tral/evil axis. His alignment must be within one step of the three
Religion: The godi act as warpriests in times of war. They are gods he chooses. He picks one domain from each god’s domains.
not expert combatants like the berserkers and do not have the Each domain gives the godi access to a domain spell at each spell
healing power of the leech, but their spiritual might can be a ter- level, from 1st on up, as well as a granted power. The godi gets the
rifying thing to witness. granted powers of all the domains selected. With access to three
domain spells at a given spell level, a godi prepares one or the
Background: Godi are initiated into the rich mythology of other each day. See the Pantheon section for more information.
Nordic lore at a young age. Over time, godi might travel to
another plane of existence or be blessed by a god’s presence. Evil and Good Spells: A godi can’t cast spells of an alignment
opposed to his own.
Races: Humans make excellent godi, if only because they bene-
fit most from pagan wisdom. Most of the other races are disinter- Aura of Courage: Beginning at 2nd level, a godi is immune to
ested or more in tune with the gods already. fear (magical or otherwise). Allies within 10 feet of the godi gain
a +4 morale bonus on saving throws against fear effects. Grant-
Other Classes: A godi’s divine insight gives them an edge that ing the morale bonus to allies is a supernatural ability.
other classes quickly come to appreciate. Godi work well with
rangers, warriors, and fighters; they understand them. Druids are Spells: A godi casts divine spells according to table 10.1. A godi
likely to be seen as foreigners with common roots. Despite their may prepare and cast any spell of the godi spell list, provided he
wisdom, two classes insight them to violence: clerics and pal- can cast spells of that level. Godi do not acquire their spells from
adins. Both classes, with their religious overtones, threaten godi books or scrolls, nor prepare them through study. Instead, they
authority. pray for their spells, receiving them from their gods. In addition
to his standard spells, a godi gets one domain spell of each spell
level, starting at 1st. When a godi prepares a domain spell, it must
Game Rule Information
come from one of his three domains.
Godi have the following game statistics.
0th Level: create water, detect magic, detect poison, guidance,
Abilities: Wisdom determines how powerful a spell a godi can
light, mending, purify food and drink, resistance, virtue
cast, how many spells the godi can cast per day, and how hard
those spells are to resist. To cast a spell, a godi must have a Wis- 1st Level: bane, bless, bless water, bless weapon, cause fear,
dom score of 10 + the spell’s level. A godi gets bonus spells deathwatch, detect undead, divine favor, doom, endure elements,
based on Wisdom. The Difficulty Class of a saving throw against entropic shield, magic stone, magic weapon, protection from
a godi’s spell is 10 + the spell’s level + the godi’s Wisdom modi- chaos/evil/good/law, remove fear, sanctuary, shield of faith
166
Norse Culture
2nd Level: aid, bear’s endurance, bull’s strength, calm emotions, Vitki
consecrate, darkness, desecrate, enthrall, gentle repose, hold
Vitki are the most common Norse spellcaster. Vitki practice Gal-
person, make whole, resist energy, shield other, spiritual
dar (singing) and also direct energy through runes. Vitki typi-
weapon, status, undetectable alignment, zone of truth
cally use their runes to increase their own knowledge and to
3rd Level: call lightning, daylight, dispel magic, magic circle protect warriors in battle. There are numerous runes, each with
against chaos/evil/good/law, magic vestment, prayer, searing its own good and bad (maat and maug) characteristics.
light, wind wall
Adventures: Vitki adventure in their quest for more knowledge.
4th Level: air walk, control water, death ward, discern lies, dis- Runes are not easy to come by. Their knowledge is buried deep
missal, divine power, dispel evil, freedom of movement, holy in the most hidden places of the world—at the bottom of oceans,
sword, magic weapon, greater, planar ally, lesser, spell immu- beneath the roots of huge trees, in the heart of ancient caverns,
nity, tongues and at the peak of the highest mountains. Finding these runes are
adventures unto themselves. Vitki can also learn runes from
5th Level: atonement, break enchantment, command, greater,
other ancient beings with ties to the land, sometimes in other ele-
commune, control winds, dispel chaos/evil/good/law, hallow,
mental planes.
mark of justice, righteous might, spell resistance, unhallow, wall
of stone, war fetter* Characteristics: Vitki are wise, usually eccentric and not a few
are half-mad. Their knowledge is something to be respected and
6th Level: banishment, bear’s endurance, mass, bull’s strength,
sometimes feared. They tend to have high Wisdom as a result of
mass, find the path, forbiddance, geas/quest, planar ally, wind
this mystical knowledge. Vitki sheds their blood in their more
walk, word of recall
permanent runes, so they also need a high Constitution.
7th Level: blasphemy, control weather, dictum, holy word, refuge,
Alignment: Vitki generally have elements of chaos and neutral-
repulsion, word of chaos
ity in their alignment. Laws do not come naturally to them. They
8th Level: cloak of chaos, holy aura, planar ally, greater, shield are prone to fits of passion, as the runes themselves tap into the
of law, unholy aura elemental nature of their very being. Some are good, some are
9th Level: gate, miracle, soul bind, storm of vengeance evil, but most follow the laws of the runes themselves.
Religion: Odin, who fasted upside-down on the world tree
Random Starting Gold Yggdrasil for nine nights, a spear in his side, is the only deity the
Amount (gp): 5d4 * 10 Vitki worship. They respect the other gods but their loyalty is to
Odin and Odin alone. It is he who gave them the secrets of the
runes and it is he who rules the Norse pantheon.
Background: Vitki come about their runic knowledge by mim-
icking Odin’s trial. They incorporate various elements of Odin’s
struggle, either by fasting, suffering a spear wound, or hanging
Table 10.1 Godi
Base Attack Fort Ref Will
Level Special Spells per Day
Bonus Save Save Save
0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Spells 3 1+1 — — — — — — — —
2 +1 +0 +0 +3 Aura of courage 4 2+1 — — — — — — — —
3 +2 +1 +1 +3 4 2+1 1+1 — — — — — — —
4 +3 +1 +1 +4 5 3+1 2+1 — — — — — — —
5 +3 +1 +1 +4 5 3+1 2+1 1+1 — — — — — —
6 +4 +2 +2 +5 5 3+1 3+1 2+1 — — — — — —
7 +5 +2 +2 +5 6 4+1 3+1 2+1 1+1 — — — — —
8 +6/+1 +2 +2 +6 6 4+1 3+1 3+1 2+1 — — — — —
9 +6/+1 +3 +3 +6 6 4+1 4+1 3+1 2+1 1+1 — — — —
10 +7/+2 +3 +3 +7 6 4+1 4+1 3+1 3+1 2+1 — — — —
11 +8/+3 +3 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12 +9/+4 +4 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13 +9/+4 +4 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —
14 +10/+5 +4 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —
15 +11/+6/+1 +5 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —
16 +12/+7/+2 +5 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17 +12/+7/+2 +5 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 +13/+8/+3 +6 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 +14/+9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 +15/+10/+5 +6 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
167
Frost and Fur
Abilities: Wisdom determines how powerful a rune a vitki can
cast, how many runes the vitki can cast per day, and how hard
those runes are to resist. To cast a rune, a vitki must have a Wis-
dom score of 10 + the rune’s level. A vitki gets bonus runes
based on Wisdom. The Difficulty Class of a saving throw against
a vitki’s rune is 10 + the rune’s level + the vitki’s Wisdom modi-
fier.
Alignment: Neutral, neutral good, neutral evil, chaotic neutral,
lawful neutral.
Hit Die: d8.
Class Skills
The vitki’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Ani-
mal (Cha), Heal (Wis), Knowledge (nature) (Int), Perform (Cha),
Profession (Wis), Spellcraft (Int), Swim (Str), and Survival
(Wis).
Skill Points at First Level: (4 + Int modifier)*4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the Vitki.
Armor and Weapon Proficiency: Vitki are proficient with all
simple and martial weapons, light armor, medium armor, and
shields.
Wild Empathy (Ex): A vitki can improve the attitude of an ani-
mal. This ability functions just like a Diplomacy check made to
improve the attitude of a person. The vitki rolls 1d20 and adds
her vitki level and her Charisma modifier to determine the wild
upside-down. Without some supernatural help, any of these tests
empathy check result. The typical domestic animal has a starting
will likely prove fatal—sticking a spear in one’s side without
attitude of indifferent, while wild animals are usually unfriendly.
healing for nine days is certain to end in painful death. Likewise,
To use wild empathy, the vitki and the animal must be able to
hanging upside-down for that duration can cause an aneurysm in
study each other, which means that they must be within 30 feet
the brain. Fasting for nine days is difficult but not impossible.
of one another under normal conditions. Generally, influencing
Whichever method the vitki chooses, if he survives he emerges a
an animal in this way takes 1 minute but, as with influencing
changed man. The runes are everywhere, and he can read them
people, it might take more or less time. A vitki can also use this
in the very fabric of reality.
ability to influence a magical beast with an Intelligence score of
Races: Human, trollwise, and dverge. The other races are not 1 or 2, but she takes a –4 penalty on the check.
suited for such worship and do not revere Odin in that fashion.
Runecasting: The vitki casts divine spells as runes from the
Other Classes: The vitki respects those who respect nature. below list. The vitki may prepare and cast any rune on that list
Rangers and druids are both seen as those who have shared provided he can cast runes of that level. He prepares and casts
insight. The vitki believes Odin blesses barbarians in their rage; runes the way a cleric prepares and casts spells (though he can-
for this power alone the vitki admires the barbarian. Fighters, not lose a prepared rune to cast a cure rune in its place). To pre-
monks, and warriors are equally respected for their battle pare or cast a rune, a vitki must have a Charisma score of at least
prowess. Bards are also admirable companions, as they sing 10 + the rune’s level. The Difficulty Class for a saving throw
magic into being just as the vitki does. All other casters are against a vitki’s rune is 10 + the rune’s level + the vitki’s
treated with grave suspicion, including clerics, adepts, wizards, Charisma modifier. Bonus runes for vitki are based on Charisma.
and sorcerers.
0-Level Vitki Runes (Orisons): ken-maat, olrun, thorn-maat,
thorn-maug, tiw-maug
Game Rule Information
Vitki have the following game statistics. 1st-Level Vitki Runes: behagarun, is-maat, rad-maat, rad-
maug, tiw-maat, ur-maug
168
Norse Culture
169
Frost and Fur
for voelva. Fighters and rogues are just another group the voelva Class Features
serves. All of the following are class features of the Voelva.
Armor and Weapon Proficiency: Voelva are proficient with the
Game Rule Information following weapons: club, dagger, handaxe, quarterstaff, shorts-
Voelva have the following game statistics. pear. They are not proficient with any type of armor or with
Abilities: Wisdom determines how powerful a spell a voelva can shields.
cast, how many spells the voelva can cast per day, and how hard Trance: To cast spells, the voelva normally enters a trance. The
those spells are to resist. To cast a spell, a voelva must have a trance involves withdrawing to a secluded location and covering
Charisma score of 10 + the spell’s level. A voelva gets bonus herself with a hood, cloak, hide, or blanket. After yawning
spells based on Charisma. The Difficulty Class of a saving throw widely, the voelva enters a meditative state, while her body
against a voelva’s spell is 10 + the spell’s level + the voelva’s appears asleep or even dead. If she is disturbed during her trance,
Charisma modifier. she awakens, and any spell she is casting ends. During the trance
Alignment: Neutral, neutral good, neutral evil, chaotic neutral, the voelva is unaware of her surroundings or the activities
lawful neutral. around her. She is defenseless, both physically and mentally
while in the trance. All spells have an additional casting time of
Hit Die: d8. 1 round per level of the spell as a result of this trance (0-level
spells do not require a trance). If the voelva does not enter the
Class Skills trance to cast her spells, she must make a Spellcraft check (DC
The voelva’s class skills (and the key ability for each skill) are 20 + spell level) or the spell fails.
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
Nature Sense: A voelva gains a +2 bonus on Knowledge
Gather Information (Cha), Handle Animal (Cha), Heal (Wis),
(nature) and Survival checks.
Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes)
(Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Fetch: A 1st-level voelva may begin play with a fetch, an animal
Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language companion that represents the voelva’s personality. In all
(none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str). respects this fetch is treated as a druid’s animal and advances in
power just like a druid’s animal.
Skill Points at First Level: (4 + Int modifier)*4.
Resist Nature’s Lure: Starting at 4th level, a voelva gains a +4
Skill Points at Each Additional Level: 4 + Int modifier.
bonus to saving throws against the spell-like abilities of feys.
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Prestige Classes Skill Points at Each Level: 4 + Int modifier
Requirements Reforge (Ex): With a successful Craft check (DC 25), the artifi-
To qualify to become an artificer, a character must fulfill all the cer can alter magic items without disrupting the enchantment.
following criteria: Major alterations, such as changing the slot an item takes on a
person (boots to belt) is DC 30.
Race: Dwarf.
Craft Skill: 10+ ranks. Enhance (Ex): The artificer can add additional abilities to a
Feats: 4 item creation feats. magic item for only a 10% increase in the items cost rather than
Arcane Spellcaster: Must be able to cast seven Enchantment the usual double cost.
spells, at least one of which must be 3rd level.
Efficient Enchantment (Ex): Spells count as one level lower
Class Skills (to 0 level) for the artificer when determining costs for enchant-
The artificer’s class skills (and the key abilities for each skill) are ing an item.
Appraise (Int), Concentration (Con), Craft (Int), Knowledge
(any) (Int), Spellcraft (Int), Use Magic Device (Cha).
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Norse Culture
Berserker Fear (Su): The tales told of berserkers in battle are terrifying.
The awe such warriors inspire is no small thing. Berserkers can
inspire fear in opponents as though opponents were under a spell
by the same name, as cast by a sorcerer equal to the character’s
berserker level.
Rage (Ex): Berserkers can rage as a barbarian. Characters who
already have the rage ability add their additional rage allotment
to the bonuses bestowed by the berserker class.
Throwing Spear Feat: Berserkers gain the Throwing Spear feat
for free.
Ignore Wounds (Sp): The berserker can shake off damage and
ignore pain to a higher degree than ever before. As a full action,
the berserker can make a Will save to ignore a blow (DC10+
damage inflicted). If successful, the damage is not inflicted.
Berserk (Ex): Berserkers lose their mind altogether, consumed
with blood lust. The berserker automatically succeeds on all Will
saving throws except for the Ignore Wounds ability. Berserk lasts
for a number of rounds equal to five times the character’s Wis-
dom bonus. While berserk, the berserker must attack something
every round, living or inanimate. Moving things are targeted
first—the PC cannot designate the berserker to attack a tree
when a party member is nearby. After the berserk ends, the
berserker is Fatigued for a number of rounds equal to 10 minus
his Constitution bonus.
Battle Fury: Upon reaching 0 hit points, the berserker can con-
tinue to fight. Until he reaches –10 hit points, the berserker can
Norse legends of the berserk warrior are numerous. Fighting like make a Will save at a penalty equal to his current negative hit
crazed bears, berserkers are foul-mouthed, ferocious, insane points to keep fighting. He does not have to make another Will
warriors who can throw themselves into screaming fits at will. save until he receives more damage.
Once they go berserk, berserkers have difficulty stopping. They
are terrifying enemies and dangerous allies. Table 10.5 Berserker
Hit Die: d12 Level
Base Attack Fort Ref Will
Special
Bonus Save Save Save
1 +1 +1 +0 +1 Fear (1/day), rage (1/day)
Requirements 2 +2 +2 +1 +2 Throwing Spear feat
To qualify to become a berserker, a character must fulfill all the 3 +3 +2 +1 +2 Fear (2/day)
following criteria: 4 +4 +3 +2 +3 Ignore wounds (1/day)
5 +5 +3 +2 +3 Rage (2/day)
Base Attack Bonus: +5 6 +6/+1 +4 +3 +4 Fear (3/day)
Alignment: Non-lawful. 7 +7/+2 +4 +3 +4 Berserk
8 +8/+3 +5 +4 +5 Rage (3/day)
Class Skills 9 +9/+4 +5 +4 +5 Ignore wounds (2/day)
10 +10/+5 +6 +5 +6 Battle fury
The berserker’s class skills (and the key abilities for each skill)
are Intimidate (Cha), Jump (Str), Ride (Dex), and Survival Glimumann
(Wis). Glima is a martial art form practiced by the Norse. It is a
Skill Points at Each Level: 2 + Int modifier wrestling style of combat that specializes in getting up close with
an opponent and attempting to hurl them. Glimumenn are spe-
cialists in grabbing opponents by their sword belts and smashing
Class Features
them to the ground. Most deadly and effective, however, is the
All of the following are class features of the berserker.
follow up smash to the head with a stone.
Weapon and Armor Proficiencies: The berserker is proficient
Hit Die: d10
in all simple and martial weapons, light and medium armor, and
shields.
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glimumann loses his AC bonus for class and level and favorable
multiple unarmed attacks per round.
Feats: The glimumann receives the following feats for free as he
progresses in levels: Blind-Fight, Glimustaoa, Hip Throw,
Improved Balance, Improved Bull Rush, Improved Trip,
Improved Unarmed Strike, Knee Trip, Stigandi.
Smashing Stone: When a glimumann wrestles, he wrestles to
the death. Two wrestlers typically drag a large, waist-high,
tapered slab of rock to a wrestling field. This stone is used to
bludgeon an opponent to death. If no stone is available, a glimu-
mann can use any two-handed bludgeon weapon. He can deliver
a coup de grace to a prone (rather than helpless) opponent.
Stavmester
Stav is a martial art form practiced by the Norse. It relies more
on weapons than unarmed conflict and progresses in power
through five levels of expertise, including trel, karl, herse, jarl
and konge. Each level has its own signature weapon and tech-
nique. A true stavmester has mastered all those weapons along
with unarmed combat.
Hit Die: d10
Requirements
To qualify to become a stavmester, a character must fulfill all the
Requirements following criteria:
To qualify to become a glimumann, a character must fulfill all Base Attack Bonus: +5
the following criteria: Dexterity: 13+
Base Attack Bonus: +5 Class Skills
Strength: 13+
The stavmester’s class skills (and the key abilities for each skill)
Class Skills are Balance (Dex), Bluff (Cha), Concentration (Con), Escape
The glimumann’s class skills (and the key abilities for each skill) Artist (Dex), Intimidate (Cha), Jump (Str), Tumble (Dex).
are Balance (Dex), Bluff (Cha), Concentration (Con), Escape Skill Points at Each Level: 2 + Int modifier
Artist (Dex), Intimidate (Cha), Jump (Str), Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier Class Features
All of the following are class features of the stavmester.
Class Features Weapon and Armor Proficiencies: The stavmester is proficient
All of the following are class features of the glimumann. with the club, quarterstaff, shortspear, longsword, hand axe, and
Weapon and Armor Proficiencies: The glimumann is not pro- battleaxe. Stavmesters are not proficient in any armor or shields.
ficient in any weapons, armor or shields. When wearing armor, a Trel: In stav, the trel represents the lowest social class. Although
it is in the initiate’s level, it is also the most difficult to learn. The
Table 10.6 Glimumann
Base Attack Fort Ref Will
Level Special Unarmed Attack Bonus Unarmed Damage AC Bonus
Bonus Save Save Save
1 +1 +1 +1 +0 Improved unarmed strike feat +6 1d6 +0
2 +2 +2 +2 +1 Stigandi feat +1 1d6 +0
3 +3 +2 +2 +1 Glimustaoa feat +2 1d8 +0
4 +4 +3 +3 +2 Knee Trip feat +3 1d8 +0
5 +5 +3 +3 +2 Improved Balance feat +3 1d8 +1
6 +6/+1 +4 +4 +3 Improved trip feat +4/+1 1d8 +1
7 +7/+2 +4 +4 +3 Improved bull rush feat +5/+2 1d8 +1
8 +8/+3 +5 +5 +4 Blind-fight feat +6/+3 1d10 +1
9 +9/+4 +5 +5 +4 Hip Throw feat +6/+3 1d10 +1
10 +10/+5 +6 +6 +5 Smashing stone +7/+4/+1 1d10 +2
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Norse Culture
weapon of choice is the longsword. At 5th-level, the stavmester
gets the Weapon Focus (longsword) feat for free.
Jarl: Jarls are the landowners and nobility of Nordic culture. He
maintains order by putting himself in the way of danger to defend
others. His weapon of choice is the longsword. At 7th-level, the
stavmester gets the Weapon Focus (shortspear) feat for free.
Konge: The konge is the king. It is a title that is indicates the
stavmester has mastered the entire martial art spectrum. It is at
this level that the konge learns to fight without any weapons at
all. At 9th-level the stavmester gets the Improved Unarmed Com-
bat feat for free.
Jomsviking
The jomsvikings are a legendary elite warrior society that typi-
fies the image of a Viking. They sold their services to the highest
bidder, true mercenaries of their time. Josmvikings were renown
for their bravery.
Hit Die: d10
Requirements
To qualify to become a jomsviking, a character must fulfill all
the following criteria:
Base Attack Bonus: +5
Age: Must be over 18 and under 50 years of age.
Gender: Must be male.
humble weapon of a trel is the club, which offers no sharp edges Alignment: Must be lawful.
to intimidate an opponent. As a result, the cudgel strikes only
when it can have the most effect. The mindset of the trel is sur- Class Skills
vival—he avoids conflict, but will fight to defend himself. At 1st- The jomsviking’s class skills (and the key abilities for each skill)
level, the stavmester gets the Weapon Finesse (club) feat for free. are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate
(Cha), Jump (Str), Knowledge (history), Knowledge (religion)
Karl: The karl is a member of the Nordic middle-class, includ-
(int), Listen (Wis), Perform (Cha), Profession (mercenary) (Wis),
ing farmers and traders. The karl’s weapon of choice is the axe, a
Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).
tool of great utility to the Norse for outdoor crafts and personal
defense. The karl fights to protect his home and family; he draws Skill Points at Each Level: 4 + Int modifier
a line and refuses to retreat from it. At 3rd-level, the stavmester
gets the Weapon Focus (hand axe) feat for free. Class Features
Herse: The herse, or huscarl, is a warrior. He maintains order by All of the following are class features of the jomsviking.
putting himself in the way of danger to defend others. His Weapon and Armor Proficiencies: The jomsviking is profi-
Table 10.7 Stavmester cient with all weapons, light and medium armor, and shields.
Level
Base Attack Fort Ref Will
Special
AC Aura of Courage: Beginning at 1st level, a jomsviking is
Bonus Save Save Save Bonus immune to fear (magical or otherwise). Allies within 10 feet of
Weapon Finesse
1 +1 +1 +1 +0
(club) feat
+0 the jomsviking gain a +4 morale bonus on saving throws
2 +2 +2 +2 +1 Trel feat +0 against fear effects. Granting the morale bonus to allies is a
3 +3 +2 +2 +1
Weapon Focus
+0
supernatural ability.
(hand axe) feat
4 +4 +3 +3 +2 Karl feat +0 Code: Jomsvikings have a very strict code. They must avenge
5 +5 +3 +3 +2
Weapon Focus
+1
all other jomsvikings like brothers, must never act in fear, must
(longsword) feat bring all loot to their commander to be later divided, must not
6 +6/+1 +4 +4 +3 Herse feat +1
Weapon Focus
allow a woman to enter camp, must not leave camp for more
7 +7/+2 +4 +4 +3 +1 than three nights, and finally cannot fight amongst other
(shortpsear) feat
8 +8/+3 +5 +5 +4 Jarl feat +1 jomsvikings. No one can join the society unless spoken for by a
Improved Unarmed current member.
9 +9/+4 +5 +5 +4 +1
Combat feat
10 +10/+5 +6 +6 +5 Konge feat +2
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Frost and Fur
Requirements
To qualify to become a leech, a character must fulfill all the fol-
lowing criteria:
Heal: 10 ranks.
Brew Potion feat.
Survival: 5 ranks
Profession (herbalist): 5 ranks
Class Skills
The leech’s class skills (and the key abilities for each skill) are
Concentration (Con), Craft (Int), Gather Information (Cha),
Handle Animal (Cha), Heal (Wis), Knowledge (arcane) (Int),
Knowledge (Nature) (Int), Profession (herbalist) (Wis), Search
(Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic
Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the leech.
Weapon and Armor Proficiencies: The leech is not proficient
in any weapons or armor.
Quick Healing: Leeches can apply common herbs to duplicate
the effects of a healing spell, even though the herb has not been
prepared ahead of time. The leech can perform this ability a
number of times each day equal to his total herbs known; in
Feats: The jomsvikings get the following feats for free: Crude- doing so, he can cast any cure spell of the same level or lower (a
Wrestling, Find Another Foe, Galdralag, Howling Rage, Shield cure spell is any spell with “cure” in its name). Therefore, a
Wall, Strandhugg, Svinfylka, and Weapon-Catching. leech of 2nd-level could whip up a cure light wounds potion twice
per day. Creating such quick healing is challenging and requires
Die Honorably: A jomsviking receives his level as a compe- a Heal check (DC 20 + cure spell’s level).
tence bonus to Bluff checks to avoid revealing any information
to his captors, regardless of torture or threats. Nature Sense: A leech gains a +2 bonus on Knowledge (nature)
and Survival checks.
Table 10.8 Jomsviking Woodland Stride: A leech may move through natural thorns,
Base Attack Fort Ref Will briars, overgrown areas, and similar terrain at his or her normal
Level Special
Bonus Save Save Save speed and without suffering damage or other impairment. How-
1 +1 +2 +2 +0 Aura of courage, code
ever, thorns, briars, and overgrown areas that are enchanted or
2 +2 +3 +3 +0 Galdralag feat
3 +3 +3 +3 +1 Strandhugg feat magically manipulated to impede motion still affect the leech.
4 +4 +4 +4 +1 Weapon-Catching feat
5 +5 +4 +4 +1 Crude-Wrestling feat
Trackless Step: A leech leaves no trail in natural surroundings
6 +6/+1 +5 +5 +2 Howling Rage feat and cannot be tracked.
7 +7/+2 +5 +5 +2 Shield Wall feat
8 +8/+3 +6 +6 +2 Die honorably Herbcasting: The leech casts arcane spells through herbs from the
9 +9/+4 +6 +6 +3 Syvinfylka feat below list. The leech may prepare and use any herb on the below
10 +10/+5 +7 +7 +3 Find Another Foe feat list provided he can use herbs of that level. To prepare or use an
herb, a leech must have a Wisdom score of at least 10 + the herb’s
Leech level. The Difficulty Class for a saving throw against a leech’s
Leeches specialize in healing through herbalism. Their knowl- herb is 10 + the herb’s level + the leech’s Wisdom modifier. The
edge is applied through potions and poultices. Most are health- leech does not receive bonus herbs due to a high Wisdom.
related, but some have a more sinister application. Although the
0-Level Leech Herbs (Spices): barberry, blackthorn, ergot,
leech is not a spellcaster, he is the only healing available in a
sphagnum moss, st. john’s wort
Nordic campaign, which makes leeches exceptionally important.
1st-Level Leech Herbs: adder’s tongue, comfrey, juniper berry,
Hit Die: d4.
marshmallow, oak
176
Norse Culture
Monsters
Most noteworthy of the creatures that Norse people face are
giants. Giants are everywhere, as common as the Nordic people
themselves, but always just beyond the next mountain.
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Frost and Fur
Hawk 7th Level
Viper, Tiny Arrowhawk, Large
Elemental, Huge
2nd Level Tojanida, Large
Eagle Xorn, Large
Octopus
Shark, Medium-size 8th Level
Squid Deer, Moose
Viper, Small Elemental, greater
Wolf, Arctic Squid, giant
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Norse Culture
HD, and hit points don’t qualify. Once the rune is cast, a rune’s Unless otherwise specified, all runes have the following charac-
triggering conditions cannot be changed. teristics:
The caster ignores the effects of his runes and cannot inadver- Components: V, S, M/DF (or V, S, M for carefully engraved)
tently trigger them. When scribing a rune quickly, the vitki can Casting Time: 1 standard action or 10 minutes
instantly attune any number of creatures to the rune, rending Range: Touch
them immune to its effects, provided the creatures are within 60 Effect: One rune
feet of the rune when it is created and that the vitki is aware of Duration: 10 minutes/level
their presence. Focus: helmet, cloak, amulet, armor, robe, shirt, bracers,
gauntlets, ring, belt, boots, shield, door, anything, wood chip,
When creating a carefully inscribed rune, the vitki can specify a
stone chip
password or phrase that prevents a creature using it from trigger-
ing the rune. The vitki also can attune any number of creatures to
the rune, but doing this can extend the casting time. Attuning one Behagarun
or two creatures takes negligible time, and attuning a small Enchantment (Charm) [Mind-Affecting]
group (up to ten creatures) takes 1 hour. Attuning a large group Level: Vit 1
(up to twenty-five creatures) takes 1 day. Attuning larger groups Focus: Amulet
takes proportionately longer, as the DM sees fit. Saving Throw: Will negates
Spell Resistance: Yes
When triggered, a rune affects all creatures within a 60-foot
radius except for the vitki and any individuals attuned to it. If a The behagarun makes a humanoid of Medium-size or smaller
rune has a password, anyone using the password remains regard the vitki as his trusted friend and ally. If the creature is
immune to that particular rune’s effects so long as they remain currently being threatened or attacked by the vitki or the vitki’s
within 60 feet of the rune. If someone leaves the radius and allies, however, he receives a +5 bonus on his saving throw. The
returns later, he must use the password again. Once triggered, a spell does not enable the vitki to control the charmed person as if
rune remains active until its duration expires. Creatures who sub- he were an automaton, but he perceives the vitki’s words and
sequently meet an active rune’s triggering conditions suffer its actions in the most favorable way. The vitki can try to give the
effects. subject orders, but the vitki must win an opposed Charisma
check to convince him to do anything he wouldn’t ordinarily do.
A successful dispel magic removes the effects of a rune from a (Retries not allowed.) A charmed person never obeys suicidal or
creature unless the rune’s effect is instantaneous or the descrip- obviously harmful orders. Any act by the vitki or the vitki’s
tion specifies another remedy. The rune itself can be removed by apparent allies that threatens the charmed person breaks the
a successful dispel magic targeted solely on the rune. An erase spell. Note also that the vitki must speak the person’s language
spell has no effect on a rune. Destruction of the surface where a to communicate the vitki’s commands, or else be good at pan-
rune rests destroys the rune but also triggers its effects. Read tomiming.
magic allows the vitki to identify a rune with a successful Spell-
craft check (DC 19). Identifying the rune does not discharge it
and allows the vitki to know the version of the rune. Beorc-Maat
Enchantment (Compulsion) [Mind-Affecting]
A rune can be rendered permanent with the varaktighet rune, pro- Level: Vit 3
vided it is carefully engraved upon an item. The vitki ignores all Focus: Belt
spell requirements for crafting the arm or armor and instead uses Saving Throw: Will negates
the prescribed rune in conjunction with the varaktighet rune. Spell Resistance: Yes
A varaktighet rune extends a rune’s basic duration of 10 minutes The Beorc rune represents Spring’s awakening. While under the
per caster level indefinitely. When triggered, a permanent rune influence of Beorc, the target is renewed and refreshed as though
usually glows and is active for about 10 minutes, but there is no Spring itself were alive in the creature’s body. It gains a +2
limit to how many times it can be triggered. If the rune can affect morale bonus to saving throws, attack rolls, ability checks, skill
only a limited number of hit points worth of creatures, the limit checks, and weapon damage rolls.
applies each 10 minutes.
Runes that affect a person in a beneficial way must be engraved Beorc-Maug
on a focus. The focus is a magic item slot and it must be worn Enchantment (Compulsion) [Mind-Affecting]
for the rune to take effect. The focus must be worn immediately Level: Vit 8
after casting. If the item is magical, it must make a saving throw Focus: Belt
with a bonus of 2 + one-half its caster level (rounded down). Saving Throw: Fort negates
Failure means the item loses its enchantment. Mundane items do Spell Resistance: Yes
not have to make a save. New growth is not always easy and a creature negatively
affected by the Beorc rune suffers from the growing pains that
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Frost and Fur
often accompany such renewal. Creatures within the radius suf- six beams at 18th level). The spell ends when its duration runs out
fer wracking pains that reduce Dexterity scores by 2 and impose or the vitki’s allotment of beams is exhausted.
a -4 penalty on attack rolls, skill checks, and ability checks.
All creatures in the beam are blinded and take 3d6 points of
damage. (A successful Reflex save negates the blindness and
Bytarun reduces the damage by half.) In addition to the obvious effects, a
Transmutation blinded creature suffers a 50% miss chance in combat (all oppo-
Level: Vit 8 nents have full concealment), loses any Dexterity bonus to AC,
Focus: Cloak grants a +2 bonus to attackers’ attack rolls (they are effectively
Saving Throw: None (see text) invisible), moves at half speed, and suffers a -4 penalty on most
Spell Resistance: Yes (harmless) Strength- and Dexterity-based skills. Creatures to whom sunlight
As polymorph, except the target is polymorphed into an animal is harmful or unnatural take double damage.
of the character’s choice; the spell has no effect on unwilling Undead creatures caught within the ray are dealt 1d6 points of
creatures. The target remains in the animal form until the spell damage per caster level (maximum 20d6), or half damage if a
expires or the character dismisses the spell for all recipients. In Reflex save is successful. In addition, the ray results in the
addition, the target may choose to resume her normal form (as a destruction of undead creatures specifically affected by sunlight
full-round action); doing so ends the spell for her and her alone. if they fail their saves. The ultraviolet light generated by the spell
The allowed size of the animal form depends on the character’s deals damage to fungi, mold, oozes, slimes, jellies, puddings,
level: and fungoid creatures just as if they were undead creatures. This
rune is necessary to create weapons of brilliant energy.
Caster Level Allowed Sizes
Up to 16th Small or Medium-size
17th-19th Tiny through Large Dovrun
20th Diminutive through Huge Necromancy [Language-Dependent]
Level: Vit 3
Creatures polymorphed by this rune don’t suffer the disorienta- Focus: Grave
tion penalty that those transformed by polymorph often do. Saving Throw: Will negates (see text)
Spell Resistance: No
Daeg-Maat The vitki carves the name of a specific dead person onto a pole
Evocation and drives it into the earth over a grave or in front of a corpse.
Level: Vit 3 The vitki grants the semblance of life and intellect to a corpse,
Focus: Anything allowing it to answer several questions that the vitki puts to it.
Saving Throw: None The vitki may ask up to one question per two caster levels.
Spell Resistance: Yes Unasked questions are wasted if the duration expires. The
The Daeg rune represents the light to chase away darkness and corpse’s knowledge is limited to what the creature knew during
fear. The rune projects a blast of light. The vitki must succeed at life, including the languages it spoke (if any). Answers are usu-
a ranged touch attack to strike the target. A creature struck by ally brief, cryptic, or repetitive. If the creature’s alignment was
this ray of light takes 1d8 points of damage per two caster levels different from the vitki’s, the corpse gets a Will save to resist the
(maximum 5d8). Undead creatures take 1d6 points of damage spell as if it were alive.
per caster level (maximum 10d6), and undead creatures particu-
larly vulnerable to sunlight, such as vampires, take 1d8 points of Eh-Maat
damage per caster level (maximum 10d8). Constructs and inani- Transmutation
mate objects take only 1d6 points of damage per two caster lev- Level: Vit 3
els (maximum 5d6). Focus: Boots
Saving Throw: Fort negates (harmless)
Daeg-Maug Spell Resistance: Yes (harmless)
Evocation The Eh rune represents transportation and speed. The recipient is
Level: Vit 7 imbued with the speed of a mighty courser. This extra speed has
Focus: Anything several effects: on his turn, the subject may take an extra action,
Saving Throw: Reflex negates and half (see text) either before or after his regular action. He gains a +4 bonus to
Spell Resistance: Yes AC. He loses this bonus whenever he would lose a dodge bonus.
For the duration of this spell, the vitki can use a standard action He can jump one and a half times as far as normal. This increase
to evoke a dazzling beam of intensely hot light each round. The counts as an enhancement bonus. Eh-maat dispels and counters
vitki can call forth one beam per three caster levels (maximum slow. This rune is necessary to create a weapon of speed.
180
Norse Culture
Eh-Maug +5) to a shield. The rune is carved into the shield during the cast-
Transmutation ing.
Level: Vit 3
Focus: Boots Eolh-Maug
Saving Throw: Will negates Transmutation
Spell Resistance: Yes Level: Vit 3
The target is burdened as though he were a packhorse over- Focus: Shield
loaded with goods. Affected creatures move and attack at a dras- Saving Throw: Will negates
tically slowed rate. Slowed creatures can take only a partial Spell Resistance: Yes
action each turn. Additionally, they suffer -2 penalties to AC, This rune gives an enhancement penalty of -1 to the target’s AC
melee attack rolls, melee damage rolls, and Reflex saves. per three caster levels (maximum -5).
Slowed creatures jump half as far as normal. Eh-maug counters
and dispels haste and eh-maat but does not otherwise affect
Ethel-Maat
magically speeded or slowed creatures.
Evocation [Good]
Level: Vit 5
Eoh-Maat Focus: Door
Transmutation Saving Throw: None
Level: Vit 3 Spell Resistance: See text
Focus: Ranged weapons
Saving Throw: Will negates (harmless, object) The Ethel rune represents the security of one’s home. This rune
Spell Resistance: Yes (harmless, object) makes a particular site, building, or structure a holy site. This has
three major effects. First, the site or structure is guarded by a
The Eoh rune represents the yew tree, a durable, elastic wood. magic circle against evil effect. Second, all Charisma checks to
Eoh-maat conveys the advantages of the yew tree. This rune turn undead gain a +4 sacred bonus and Charisma checks to
gives an enhancement bonus to attack and damage of +1 per command undead suffer a -4 sacred penalty. Third, any dead
three caster levels (maximum +5) to up to fifty arrows, bolts, or body interred in a hallowed site cannot be turned into an undead
bullets. The rune is carved into each projectile during the casting. creature. An area can receive only one Ethel-maat at a time.
An enhancement bonus does not stack with a masterwork
weapon’s +1 bonus on attacks. The projectiles must all be of the
Ethel-Maug
same type, and they have to be together in one group (such as in
Evocation [Evil]
the same quiver). Projectiles lose their transmutation when used.
Level: Vit 5
This rune, in conjunction with the varaktighet rune, is necessary
Focus: Door
to create weapons of distance.
Saving Throw: None
Spell Resistance: See text
Eoh-Maug
Transmutation This rune makes a particular site, building, or structure an
Level: Vit 2 unholy site. This has three major effects. First, the site or struc-
Focus: Ranged weapons ture is guarded by a magic circle against good effect. Second, all
Saving Throw: Will Negates (harmless) Charisma checks to turn undead suffer a -4 profane penalty and
Spell Resistance: Yes Charisma checks to command undead gain a +4 profane bonus.
An area can receive only one Ethel-maug at a time.
All of the yew tree’s qualities are stripped from the individual. The
rune grants an enhancement penalty to Dexterity of 1d4+1 points,
Feoh-Maat
adding the usual penalties to AC, Reflex saves, and other uses of
Transmutation
the Dexterity modifier. This rune, in conjunction with the varak-
Level: Vit 5
tighet rune, is necessary to create armor of arrow deflection.
Focus: Anything
Saving Throw: None
Eolh-Maat Spell Resistance: No
Transmutation
Level: Vit 3 The Feoh rune represents moveable wealth. The vitki carves the
Focus: Shield rune upon an object, which is turned into gold for the duration of
Saving Throw: Will negates (harmless, object) the spell. Up to 1 cubic foot per level can be so affected.
Spell Resistance: Yes (harmless, object)
The Eolh rune represents defense and protection. This rune gives
an enhancement bonus to +1 per three caster levels (maximum
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Feoh-Maug Gyfu-Maat
Transmutation Enchantment (Compulsion) [Mind-Affecting]
Level: Vit 5 Level: Vit 9
Focus: Belt Focus: Anything
Saving Throw: Will negates Duration: 2 hours/level
Spell Resistance: Yes Saving Throw: Will partial
Spell Resistance: Yes
When this rune is activated, the subject must make a Will save or
all gold on his person is destroyed. Up to 1 cubic foot of gold per The vitki inscribes the rune on a gift that is given to someone.
level can be so affected. The person receiving the gift feels elated and pleased to possess
the gift. The compulsion to touch the object is overpowering. If
Ger-Maat the save is successful, the creature is released from the enchant-
Divination ment, but a subsequent save must be made 1d6 x 10 minutes
Level: Vit 5 later. If this save fails, the affected creature attempts to return to
Focus: Helmet the object.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) Gyfu-Maug
Enchantment (Compulsion) [Mind-Affecting]
The Ger rune represents the ever turning Wheel of Life. This
Level: Vit 9
rune confers on the subject great insight into life and the nature
Focus: Anything
of the universe. The subject sees through normal and magical
Duration: 2 hours/level
darkness, notices secret doors hidden by magic, sees the exact
Saving Throw: Will partial
locations of creatures or objects under blur or displacement
Spell Resistance: Yes
effects, sees invisible creatures or objects normally, sees through
illusions, and sees the true form of polymorphed, changed, or The Gyfu rune represents gifts of favor and honor. The vitki
transmuted things. Additionally, the subject can see auras, noting inscribes the rune on a gift that is given to someone. The person
alignments of creatures at a glance. The subject can focus her receiving the gift feels an overpowering urge to avoid the
vision to see into the Ethereal Plane. The range of the vision con- affected item. A compulsion forces them to abandon the item,
ferred is 120 feet. shunning it and never willingly returning to it while the spell is
in effect. A creature that makes a successful saving throw can
The rune does not penetrate solid objects. It in no way confers
touch the item, but feels very uncomfortable doing so. This dis-
X-ray vision or its equivalent. It does not cancel concealment,
tracting discomfort reduces the creature’s Dexterity score by 4
including that caused by fog and the like. The rune does not help
points.
the viewer see through mundane disguises, spot creatures who
are simply hiding, or notice secret doors hidden by mundane
means. Hegal-Maat
Transmutation
Level: Vit 7
Ger-Maug
Focus: Helmet
Enchantment (Compulsion) [Mind-Affecting]
Saving Throw: None
Level: Vit 5
Spell Resistance: No
Focus: Helmet
Saving Throw: Will negates The Hegal rune represents a powerful force of nature. The vitki
Spell Resistance: Yes causes a calm shower that provides light to moderate rainfall in
the area in a two-mile-radius circle, center on the rune. This rune
Ger-maug produces a bank of fog that causes the true nature of
is necessary to create armor of lightning resistance and weapons
things to become clouded in an individual’s mind. Creatures in
of thundering.
the mind fog suffer a -10 competence penalty to all Wisdom
checks and Will saves. (A creature that successfully saves
against the fog is not affected and need not make further saves Hegal-Maug
even if it remains in the fog.) Affected creatures suffer the Evocation [Electricity]
penalty as long as they remain in the fog and for 2d6 rounds Level: Vit 3
thereafter. The fog itself is stationary and lasts for 30 minutes (or Focus: Helmet
until dispersed by wind). The fog is thin and does not signifi- Saving Throw: Reflex half
cantly hamper vision. Spell Resistance: Yes
The vikti summons a lightning storm. Once activated, this rune
allows a vitki to call down one bolt every 10 minutes. The vitki
need not call a bolt of lightning immediatelyother actions, even
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Norse Culture
spellcasting, can be performed. However, the vitki must use a tures. This rune grants a creature limited protection to cold. Each
standard action (concentrating on the spell) to call each bolt. A round, the spell absorbs the first 5 points of damage the creature
bolt causes 1d10 points of electrical damage per caster level would otherwise take from cold, regardless of whether the
(maximum 10d10). source of damage is natural or magical. The spell protects the
recipient’s equipment as well. This rune, in conjunction with the
The bolt of lightning flashes down in a vertical stroke at what-
varaktighet rune, can be used to create armor of cold resistance
ever target point the vitki choose, within range (measured from
and frost weapons.
the vitki’s position at the time). The bolt takes the shortest possi-
ble unobstructed path between a nearby cloud and the target.
Any creature within a 10-foot radius of the path or the point Is-Maug
where the lightning strikes is affected. This spell can be used Evocation [Cold]
only outdoors. It does not function indoors, underground, or Level: Vit 6
underwater. This rune is necessary to create a shocking burst Focus: Cloak
weapon. Saving Throw: See text
Spell Resistance: Yes
Hjalprun A ray of cold springs from the vitki’s rune to close range (25 feet
Conjuration (Healing) + 5 feet/2 levels). The vitki must succeed at a ranged touch
Level: Vit 3 attack to hit the vitki’s target. The ray instantaneously deals 1d6
Focus: Amulet points of cold damage per caster level (maximum 20d6). This
Saving Throw: Fort negates (harmless) rune, in conjunction with the varaktighet rune, can be used to
Spell Resistance: Yes (harmless) create icy burst weapons.
This rune cures all diseases that the subject is suffering from.
The spell also kills parasites, including green slime Ken-Maat
Evocation [Light]
Level: Vit 0
Ing-Maat
Focus: Anything
Transmutation
Saving Throw: None
Level: Vit 2
Spell Resistance: No
Focus: Belt
Saving Throw: None The Ken rune represents light and fire. This rune causes an
Spell Resistance: Yes object to glow like a torch, shedding light in a 20-foot radius
from the point the character touches. The effect is immobile, but
The Ing rune represents the fullness of life and sexuality. Those
it can be cast on a movable object. Light taken into an area of
under its influence seem more virile and appealing. The rune
magical darkness does not function. The Ken-maat rune is nec-
grants the subject an enhancement bonus (1d4+1 points) to
essary on conjunction with the varaktighet rune to create armor
Charisma.
of fire resistance and flaming weapons.
Ing-Maug
Transmutation
Ken-Maug
Evocation [Light]
Level: Vit 2
Level: Vit 4
Focus: Belt
Focus: Wood chip
Saving Throw: Will negates
Saving Throw: None or Will negates (object)
Spell Resistance: Yes
Spell Resistance: No or Yes (object)
The maug version of the Ing rune exposes the imperfections in
The vitki carves a rune into a piece of wood and then throws it
everyone. The rune grants the subject an enhancement penalty
into a fire. A non-magical fire is automatically extinguished. The
(1d4+1 points) to Charisma.
vitki must succeed at a dispel check of 1d20 +1 per caster level
(maximum +15) against each spell to dispel a magical fire. The
Is-Maat DC to dispel such spells is 11 + the caster level of the fire spell.
Abjuration Fire-based creatures that are struck by the rune (ranged touch
Level: Vit 1 attack) take 1d6 points of damage per caster level from the spell
Focus: Cloak (maximum 15d6, no save allowed).
Saving Throw: None
Spell Resistance: Yes
Lagu-Maat
The Is rune represents the many aspects of winter. Those benefi- Transmutation
cially affected by Is have the aspects of the hardiest winter crea- Level: Vit 2
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Frost and Fur
Focus: Helmet -6 effective decrease to an ability score (minimum 1).
Saving Throw: None -4 enhancement penalty on attack rolls, saving throws, ability
Spell Resistance: Yes checks, and skill checks.
Each turn, the target has a 50% chance to act normally; other-
The Lagu rune represents the subconscious of humanity. Similar to wise, he takes no action.
Man, Lagu stirs at the inner recesses of the mind. The rune grants The curse cannot be dispelled, but it can be removed with a
the subject an enhancement bonus (1d4+1 points) to Wisdom. break enchantment, limited wish, miracle, remove curse, or wish
spell.
Lagu-Maug
Transmutation Nyd-Maat
Level: Vit 2 Transmutation
Focus: Helmet Level: Vit 2
Saving Throw: Will negates Focus: Belt
Spell Resistance: Yes Saving Throw: None
As it can make things clear, so too can the Lagu rune cloud Spell Resistance: Yes
them. The rune grants the subject an enhancement penalty The Nyd rune represents the need to endure. The rune grants the
(1d4+1 points) to Wisdom. subject an enhancement bonus (1d4+1 points) to Constitution.
Man-Maat Nyd-Maug
Transmutation Transmutation
Level: Vit 2 Level: Vit 2
Focus: Helmet Focus: Belt
Saving Throw: None Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: Yes
The Man rune represents the intellect of humanity over beasts. The rune grants the subject an enhancement penalty (1d4+1
The rune grants the subject an enhancement bonus (1d4+1 points) to Constitution.
points) to Intelligence.
Odjurun
Man-Maug Divination
Transmutation Level: Vit 2
Level: Vit 2 Focus: Helmet
Focus: Helmet Saving Throw: None
Saving Throw: Will negates Spell Resistance: No
Spell Resistance: Yes
The character can comprehend and communicate with a particu-
The Man-maug rune is used to drag a target’s mind down to the lar animal. The rune must be specifically carved for the animal
lower level of animals. The rune grants the subject an enhance- to be communicated with. The character is able to ask questions
ment penalty (1d4+1 points) to Intelligence. of and receive answers from the specified animal, although the
spell doesn’t make the animal any more friendly or cooperative
Nithrun than normal. Furthermore, wary and cunning animals are likely
Transmutation to be terse and evasive, while the more stupid ones make inane
Level: Vit 4 comments. If the animal is friendly, it may do some favor or
Focus: Pole service for the character. This spell does not work on beasts,
Duration: Permanent magical beasts, or vermin.
Saving Throw: Will negates
Spell Resistance: Yes Olrun
This nith rune is a criminal slight against another person’s honor. Divination
It is typically reserved for those who kill their own bloodkin— Level: Vit 0
Nordic law allows such men to be slain on sight. The vitki places Focus: Drinking container
a curse on the subject by carving a skull-topped pole that lists the Saving Throw: None
transgressions of the offender along with the curse. The pole Spell Resistance: No
must be placed on the property of the person to be cursed. This rune is carved into a drinking container. If the drink is
The vitki chooses one of the three following effects, depending harmful to the drinker in any way, it discharges by shattering the
on the version selected: drinking container.
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Norse Culture
Os-Maat later. Each instance of damage can be negated by a Fort save
Divination (DC 10 + one-half caster level + caster’s Wisdom modifier).
Level: Vit 9
Focus: Cloak Rad-Maat
Saving Throw: None or Will negates (harmless) Conjuration (Summoning)
Spell Resistance: No or Yes (harmless) Level: Vit 1
While under the effects of this rune, the recipient is especially Duration: 2 hours/level
insightful. The rune must be engraved on a cloak for a particular Focus: Boots
person. The person receives instantaneous warnings of impend- Saving Throw: None
ing danger or harm. He is never surprised or flat-footed. In addi- Spell Resistance: No
tion, the spell gives the person protected a general idea of what The Rad rune represents a journey on horseback. The character
action the he might take to best protect himself and gives the summons a light horse or a pony (the character’s choice) to serve
character a +2 insight bonus to AC and to Reflex saves. This the character as a mount. The steed serves willingly and well.
insight bonus is lost whenever the character would lose a Dexter- The mount comes with a bit and bridle and a riding saddle.
ity bonus to AC.
Rad-Maug
Os-Maug Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting] Level: Vit 1
Level: Vit 6 Focus: Boots
Focus: Cloak Duration: 2 hours/level
Saving Throw: Will negates (see text) Saving Throw: Will partial
Spell Resistance: Yes Spell Resistance: Yes
The person affected by this rune becomes a gibbering idiot—his All horses feel an overpowering urge to leave the area or to
Intelligence score drops to 1. Still, the creature knows who its avoid the runed item. A compulsion forces them to abandon the
friends are and can follow them and even protect them. The crea- area or item, shunning it and never willingly returning to it while
ture remains in this state until a heal, limited wish, miracle, or the spell is in effect. A horse that makes a successful saving
wish spell is used to cancel the effects. Creatures who can cast throw can stay in the area or touch the runed item, but feels very
arcane spells or use arcane spell-like effects suffer a -4 penalty uncomfortable doing so. This distracting discomfort reduces the
on their saving throws. horse’s Dexterity score by 4 points.
Peord-Maat Runsjukdom
Evocation Necromancy
Level: Vit 6 Level: Vit 3
Focus: Apple Focus: Amulet
Saving Throw: None Saving Throw: Fort negates
Spell Resistance: Yes (harmless) Spell Resistance: Yes
The Peord rune represents an apple. The vitki carves the Peord- The target contracts a disease, which strikes immediately (no
maat rune into an apple. Anyone eating the apple is cured of all incubation period). The character infects the subject with blind-
diseases, immune to poison for 12 hours, and healed of 1d4+4 ing sickness, cackle fever, filth fever, mindfire, red ache, the
points of damage. The apple creates an effect equal to bless and shakes, or slimy doom.
are immune to magical fear and hopelessness that lasts for 12
hours.
Sigil-Maat
Evocation [Light]
Peord-Maug Level: Vit 2
Necromancy Focus: Anything
Level: Vit 3 Saving Throw: None
Focus: Apple Spell Resistance: No
Saving Throw: Fort negates (see text)
Spell Resistance: Yes The Sigil rune represents the brilliance of the sun. The object
upon which the rune is engraved sheds light as bright as full day-
Calling upon the venom of distilled apple seeds, the peord-maug light in a 60-foot radius. Creatures who suffer penalties in bright
runes inflicts the subject with a horrible poison. The poison deals light suffer them while exposed to this magical light. If the rune
1d10 points of temporary Constitution damage immediately and is carved on a small object that is then placed inside or under a
another 1d10 points of temporary Constitution damage 1 minute
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Frost and Fur
lightproof covering, the spell’s effects are blocked until the cov- barred, and held, or quadruple locked, opening it requires two
ering is removed. skrikarun runes.
If the rune is brought into an area of magical darkness (or vice
versa) is temporarily negated, so that the otherwise prevailing light Thorn-Maat
conditions exist in the overlapping areas of effect. This rune coun- Abjuration
ters or dispels any darkness spell of equal or lower level, such as Level: Vit 0
darkness. This rune is necessary to create a flaming burst weapon. Focus: Shield
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Sigil-Maug
Evocation The Thorn rune represents overcoming one’s fears. The vitki
Level: Vit 8 shapes the rune for a particular warrior and carves it on the
Focus: Anything inside of a shield. The rune is activated when the owner (and
Saving Throw: Reflex partial (see text) only the owner) uses the shield in combat. It imbues the subject
Spell Resistance: Yes with magical energy that protects her from harm, granting her a
+1 resistance bonus on saves. The thorn-maat rune in conjunc-
This spell causes a globe of searing heat and radiance to explode
tion with the varaktighet rune is necessary to create armor of for-
silently from the rune. All creatures in the globe are blinded and
tification and invulnerability.
are dealt 3d6 points of damage. (A successful Reflex save
negates the blindness and reduces the damage by half.). In addi-
tion to the obvious effects, a blinded creature suffers a 50% miss Thorn-Maug
chance in combat (all opponents have full concealment), loses Abjuration
any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack Level: Vit 0
rolls (they are effectively invisible), moves at half speed, and Focus: Armor
suffers a -4 penalty on most Strength- and Dexterity-based skills. Saving Throw: Will negates
Creatures to whom sunlight is harmful or unnatural take double Spell Resistance: Yes
damage. This rune imbues the victim with magical energy that makes her
Undead creatures caught within the globe are dealt 1d6 points of more vulnerable to harm, bestowing a -1 resistance penalty on
damage per caster level (maximum 25d6), or half damage if a saves.
Reflex save is successful. In addition, the burst results in the
destruction of undead creatures specifically affected by sunlight Tiw-Maat
if they fail their saves. The ultraviolet light generated by the spell Divination
deals damage to fungi, mold, oozes, slimes, jellies, puddings, Level: Vit 1
and fungoid creatures just as if they were undead creatures. This Focus: Melee weapon
rune, in conjunction with the varaktighet rune, is necessary to Duration: 1 round
craft armor of blinding. Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Skrikarun The Tiw rune represents war and martial skill. Those blessed by
Transmutation Tiw know greatness in hand-to-hand combat. The character’s
Level: Vit 2 next single attack roll (within the duration of the spell) gains a
Focus: Anything +20 insight bonus. Additionally, the character is not affected by
Saving Throw: None the miss chance that applies to attacks against a concealed target.
Spell Resistance: No This rune is necessary to create a mighty cleaving weapon.
Upon being carved on a locked item, this rune opens stuck,
barred, locked, held, or arcane locked doors. It opens secret Tiw-Maug
doors, as well as locked or trick-opening boxes or chests. It also Enchantment (Compulsion) [Mind-Affecting]
loosens welds, shackles, or chains (provided they serve to hold Level: Vit 0
closures shut). If used to open a arcane locked door, the rune Duration: 1 round
does not remove the arcane lock but simply suspends its func- Focus: Melee weapon
tioning for 10 minutes. In all other cases, the door does not Saving Throw: Will negates
relock itself or becomes stuck again on its own. Skrikarun does Spell Resistance: Yes
not raise barred gates or similar impediments (such as a
Characters who are adversely affected by the Tiw rune have their
portcullis), nor does it affect ropes, vines, and the like. Note that
martial prowess stripped of them. The Medium-size or smaller
the area limits the effect. Each rune can undo up to two means of
humanoid of 4 HD or less is dazed and takes no action for that
preventing egress through a portal. Thus if a door is locked,
round.
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Norse Culture
Ur-Maat Wyn-Maug
Transmutation Necromancy
Level: Vit 2 Level: Vit 4
Focus: Gauntlets Focus: Cloak
Saving Throw: Will negates (harmless) Saving Throw: Fort negates
Spell Resistance: Yes (harmless) Spell Resistance: Yes
The Ur rune represents untamed strength. The rune grants the This rune causes the subject to gain 1d4 negative levels. If the
subject an enhancement bonus to Strength of 1d4+1 points, subject is undead, it gives that creature 5 temporary hit points
adding the usual benefits to melee attack rolls, melee damage per two caster levels (maximum 25 temporary hit points).
rolls, and other uses of the Strength modifier.
Wyn-Maat
Ur-Maug Necromancy
Necromancy Level: Vit 4
Level: Vit 1 Focus: Cloak
Focus: Gauntlets Saving Throw: Fort negates
Saving Throw: Fort negates Spell Resistance: Yes
Spell Resistance: Yes
The Wyn rune represents glory in deeds and war. This rune
The vitki includes the name of the person in the rune and carves causes the subject to gain 1d4 positive levels. If the subject is
it onto gauntlets. The rune causes the subject to suffer a -1d6 undead, it suffers 5 points of positive energy damage per two
enhancement penalty to Strength, with an additional -1 per two caster levels (maximum 25 hit points).
caster levels (maximum additional penalty of -5). The subject’s
Strength score cannot drop below 1.
Herbs
Varaktighet
Universal There are a variety of herbs that leeches have access to. Each
Level: Vit 7 herb is relatively useless unless the special knowledge that
Duration: Permanent leeches possess is applied to them. Each herb can be applied in a
Focus: Anything variety of ways, be it a tea, a poultice, or a potion.
Saving Throw: None Leeches must make a Survival check (DC 10 + herb level) to
Spell Resistance: No determine if the herb can be found and properly prepared in a
This rune makes certain other runes permanent. Depending on 100 foot square area. Use the following modifiers to all herb
the rune, the vitki must be at least a minimum level and must checks for determining if an herb is available:
expend a number of XP. The vitki casts the desired rune and then
follows it with the varaktighet rune. The vitki cannot cast these Table 10.11 Herb Availability
runes on other creatures. Only a caster of greater level than the Climate Survival Modifier
vitki was when the vitki cast the rune can dispel this application Cold -2
of varaktighet. Runes cast on other objects or locations (not on Temperate +0
the vitki) are vulnerable to dispel magic as normal. Warm +2
Terrain Survival Modifier
Vattenrun Aquatic -4
Transmutation Desert -3
Level: Vit 3 Forest +3
Focus: Helmet Hill +2
Duration: 2 hours/level Marsh +4
Saving Throw: Will negates (harmless) Mountains -1
Spell Resistance: Yes (harmless) Plains +1
Underground -2
The creature wearing this rune can breathe water freely for the
duration. The DM should use common sense in determining the likelihood
of an herb’s availability—a leech will have difficulty finding
herbs on barren rocks.
Herbs can be used as many times as the leech wishes. The DC to
find the required ingredients increases by 1 per successful Sur-
vival check for herbs. A leech that has successfully found an
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Frost and Fur
herb three times in an area has a DC of 12 + herb level in finding Saving Throw: Fort negates (harmless)
that herb again. Spell Resistance: Yes (harmless)
All herbs have the following characteristics: Birthwort is crushed into a poultice that is applied to a poisoned
wound. The subject becomes temporarily immune to poison.
Components: S, M
Any poison in the subject’s system, or any poison the subject is
Range: Touch
exposed to during the herb’s duration, does not affect the subject
Target: Creature touched
until the herb has expired. Birthwort does not cure any damage
that poison may have already done.
Aaron’s Rod
Transmutation
Level: Lch 2
Black Hellebore
Abjuration
Casting Time: 2 rounds
Level: Lch 4
Duration: 1 hour/level
Casting Time: 4 rounds
Saving Throw: None
Duration: Instantaneous
Spell Resistance: Yes
Saving Throw: Will negates (harmless)
This herb is a useful painkiller. Applied as a poultice, it grants the Spell Resistance: Yes (harmless)
subject an enhancement bonus (1d4+1 points) to Constitution.
This herb, once imbibed, removes all curses on the drinker.
Black hellebore does not remove the curse from a cursed shield,
Adder’s-Tongue weapon, or suit of armor, although the herb enables the person
Conjuration (Healing) afflicted with any such cursed item to remove and get rid of it.
Level: Lch 1 Certain special curses may not be countered by this herb or may
Casting Time: 1 round be countered only by a caster of a certain level or higher.
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Blackthorn
Abjuration
This herb cures 1d4 points of temporary ability damage to the Level: Lch 0
subject’s Strength score. It does not restore permanent ability Casting Time: 1 action
drain. Duration: 1 minute
Saving Throw: Will negates (harmless)
Amaranthus Spell Resistance: Yes (harmless)
Conjuration (Healing) This herb imbues the subject with magical energy that protects
Level: Lch 4 her from harm, granting her a +1 resistance bonus on saves.
Casting Time: 4 rounds
Duration: 1 minute/level
Saving Throw: None
Bugle
Conjuration (Healing)
Spell Resistance: Yes (harmless)
Level: Lch 4
This herb can be applied as a poultice on fresh wounds. The sub- Casting Time: 4 rounds
ject gains 3d8 temporary hit points. Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Barberry Spell Resistance: Yes (harmless)
Transmutation When applied as a poultice to a living creature, the leech cures
Level: Lch 0 4d8 points of damage +1 point per caster level (up to +20).
Casting Time: 1 action
Duration: 1 minute
Saving Throw: Yes (harmless)
Castor Oil
Conjuration (Healing)
Spell Resistance: Yes (harmless)
Level: Lch 3
This herb bestows 1 temporary hit point on the imbiber. Casting Time: 3 rounds
Duration: Instantaneous
Birthwort Saving Throw: Fort negates (harmless)
Conjuration (Healing) Spell Resistance: Yes (harmless)
Level: Lch 2
Casting Time: 2 rounds
Duration: 1 hour/level
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Norse Culture
This herb cures blindness, whether the effect is normal or magi- AC. He loses this bonus whenever he would lose a dodge bonus.
cal. The herb does not restore eyes that have been lost, but it He can jump one and a half times as far as normal. This increase
repairs them if they are damaged. counts as an enhancement bonus.
Comfrey Henbane
Conjuration (Healing) Conjuration (Healing)
Level: Lch 1 Level: Lch 2
Casting Time: 1 round Casting Time: 2 rounds
Duration: 1 minute/level Duration: 1 minute/level
Saving Throw: None Saving Throw: None
Spell Resistance: Yes (harmless) Spell Resistance: Yes (harmless)
This herb can be applied as a poultice on fresh wounds. The sub- This herb can be applied as a poultice on fresh wounds. The sub-
ject gains 1d4 temporary hit points. ject gains 1d8 temporary hit points.
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Frost and Fur
Marshmallow Saving Throw: Will half (harmless) (see text)
Conjuration (Healing) Spell Resistance: Yes (harmless)
Level: Lch 1 When applied as a poultice to a living creature, the leech cures 1
Casting Time: 1 round point of damage.
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) St. John’s Wort
Conjuration (Healing)
This herb cures 1d4 points of temporary ability damage to the Level: Lch 0
subject’s Constitution score. It does not restore permanent ability Casting Time: 1 action
drain. Duration: 1 minute/level
Saving Throw: None
Mistletoe Spell Resistance: Yes (harmless)
Conjuration (Healing) This herb can be applied as a poultice on fresh wounds. The sub-
Level: Lch 5 ject gains 1d2 temporary hit points.
Casting Time: 7 rounds
Duration: Instantaneous
Saving Throw: Fort negates (harmless) Woundwort
Spell Resistance: Yes (harmless) Conjuration (Healing)
Level: Lch 2
By applying this rune to a subject’s severed body members (fin- Casting Time: 2 rounds
gers, toes, hands, feet, arms, legs, tails, or even heads of multi- Duration: Instantaneous
headed creatures) the parts grow back. The body parts must be Saving Throw: Will half (harmless) (see text)
present and touching the creature. The physical regeneration is Spell Resistance: Yes (harmless)
complete in 1 round. Mistletoe also cures 1d8 points of damage
+1 point per caster level (up to +20). When applied as a poultice to a living creature, the leech cures
2d8 points of damage +1 point per caster level (up to +10).
Oak
Transmutation [Good] Yarrow
Level: Lch 1 Conjuration (Healing)
Casting Time: 1 round Level: Lch 3
Target: Flask of water touched Casting Time: 3 rounds
Duration: Instantaneous Duration: 1 minute/level
Saving Throw: Will negates (object) Saving Throw: None
Spell Resistance: Yes (object) Spell Resistance: Yes (harmless)
This herb, when mixed appropriately, turns up to one flask of This herb can be applied as a poultice on fresh wounds. The sub-
water into holy water. Holy water is considered blessed, which ject gains 2d8 temporary hit points.
means it has special effects on certain creatures.
Ribwort Pantheon
Conjuration (Healing)
Level: Lch 3 Aegir
Casting Time: 3 rounds Alignment: Neutral
Duration: Instantaneous Rank: Intermediate Deity
Saving Throw: Will half (harmless) (see text) Domain: Water
Spell Resistance: Yes (harmless) Weapon: Trident
When applied as a poultice to a living creature, the leech cures Aegir is the god of the seashore or ocean and sometimes called
3d8 points of damage +1 point per caster level (up to +15). the ruler of the sea. Aegir appears as a very old man with white
hair and claw-like fingers. He is a personification of the ocean,
Sphagnum Moss be it good or evil. Aegir can cause storms in his anger.
Conjuration (Healing)
Level: Lch 0 Balder
Casting Time: 1 action Alignment: Neutral Good
Duration: Instantaneous Rank: Intermediate Deity
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Norse Culture
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Frost and Fur
Gefjon Hoder is known as the blind god. It was he who slew Balder by
hurling a piece of mistletoe.
Alignment: Neutral
Rank: Lesser Deity
Domain: Knowledge, Healing
Hoenir
Weapon: Spear Alignment: Chaotic Neutral
Rank: Lesser Deity
Gefjon is a prophetic virgin goddess and a member of both the Domain: Chaos, Knowledge
Aesir and Vanir. All women who die virgins go to her hall. She is Weapon: Quarterstaff
also known as a fertility goddess, despite her virginal reputation.
Hoenir is the teacher of godi. He acts as keeper of the blood
Groa wands, which allows godi to divine future events. He is also
known for his inability to make up his mind.
Alignment: Neutral Good
Rank: Lesser Deity
Domain: Knowledge, Magic, Plant
Idun
Weapon: Sling Alignment: Neutral
Rank: Lesser Deity
Groa is a seeress and fertility goddess who tried to help Thor Domain: Healing, Protection
remove the remains of a whetstone from his forehead. She was Weapon: Quarterstaff
unable to remove it by magic despite her best efforts.
Idun is the goddess of youth and her name means “Rejuvenating
Heimdal One”. She is married to Bragi and is the keeper of the apples that
keep the gods eternally young.
Alignment: Lawful Good
Rank: Intermediate Deity
Domain: War, Law, Protection
Iord
Weapon: Longsword Alignment: Neutral
Rank: Lesser Deity
Heimdal best known for his guardianship of Bifrost bridge. It is Domain: Earth
there he awaits the coming of the frost giants at Ragnarok. He is Weapon: Quarterstaff
known to never sleep, can see in total darkness, and can even
hear sheep wool growing. Literally, mother earth. She is also the mother of Thor.
Hel Kvasir
Alignment: Neutral Evil Alignment: Neutral
Rank: Intermediate Deity Rank: Lesser Deity
Domain: Chaos, Death, Evil Domain: Knowledge, Travel
Weapon: Dagger Weapon: Quarterstaff
Hel appears as a half-white, half-black being that presides over Kvasir was created from the saliva of both the Aesir and Vanir,
the underworld. She is the daughter of Loki and the giant Angur- combining their collective knowledge into a single being. It is
boda. his blood that acts as the special ingredient in divine mead, from
which skalds draw their inspiration.
Hermond
Alignment: Neutral
Loki
Rank: Lesser Deity Alignment: Chaotic Evil
Domain: Travel Rank: Greater Deity
Weapon: Shortspear Domain: Chaos, Destruction, Trickery
Weapon: Dagger
Hermond is the messenger who was sent to Hel to release
Balder, but ultimately failed because one creature in the world Loki is an adopted member of the Aesir when Odin made Loki
failed to weep a Balder’s loss. his blood brother. He is the god of mischief, a trickery, and
cunning.
Hoder
Alignment: Neutral Evil
Lothur
Rank: Intermediate Deity Alignment: Chaotic Neutral
Domain: Luck, Chaos, Death Rank: Lesser Deity
Weapon: Dart Domain: Knowledge, Healing
Weapon: Quarterstaff
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Norse Culture
Lothur is the god of the physical senses, primarily concerned Ran is the goddess of storms. She collects drowned sailors in her
with sight, hearing, and speech. mighty net.
Magni Rind
Alignment: Chaotic Good Alignment: Neutral Evil
Rank: Lesser Deity Rank: Lesser Deity
Domain: Strength, War Domain: Earth, Death, Evil
Weapon: Warhammer Weapon: Dagger
Magni is Thor’s son and is known for his incredible strength Rind is a chthonic goddess who is one of the many consorts of
even at three years of age. Odin.
Mani Sif
Alignment: Neutral Evil Alignment: Neutral
Rank: Lesser Deity Rank: Lesser Deity
Domain: Evil, Travel, Trickery Domain: Plant, Healing, Knowledge
Weapon: Dagger Weapon: Longsword
Mani drives the chariot of the moon through the night sky. He is Sif is Thor’s consort and is best known for her golden hair. When
believed to be involved in the downfall of Ragnarok. Loki chopped her hair off, Thor forced him to make a magical
wig of pure gold that permanently replaced her hair.
Mimir
Alignment: Neutral Sigyn
Rank: Greater Deity Alignment: Lawful Evil
Domain: Knowledge, Water, Protection Rank: Lesser Deity
Weapon: Battleaxe Domain: Evil, Protection, Animal
Weapon: Dagger
Mimir is an Aesir, living in the world of the frost giants. He
guards the well of knowledge. Odin forfeited his eye to Mimir Sigyn is the consort to Loki, an Aesir goddess. She foiled
gain such knowledge by drinking from the well. Skadi’s plans to poison Loki by capturing a venomous snake and
gathering its venom in a bowl.
Nanna
Alignment: Neutral Good Skadi
Rank: Lesser Deity Alignment: Neutral
Domain: Plant Rank: Lesser Deity
Weapon: Quarterstaff Domain: Animal, Travel
Weapon: Shortbow
Nanna is a vegetarian goddess and consort to Balder.
Frequently referred to as the goddess of skis or snowshoes, she
Njord travels on skis, carries a bow, and hunts. She is notorious for her
Alignment: Neutral high demands and superficial attitude.
Rank: Intermediate Deity
Domain: Air, Protection, Travel, Water Sol
Weapon: Trident Alignment: Neutral Good
Rank: Lesser Deity
Njord is the deity of wind and sea. He is also known as the god
Domain: Sun
of chariots and the giving god. Sailors pray to him when wishing
Weapon: Longsword
protection in their travels or hoping for a good catch when fish-
ing. He is married to Skadi…until she leaves him because she Sol, an Aesir goddess, drives the horses that draw the sun chariot
cannot decide on where to live with him. across the sky.
Ran Surt
Alignment: Neutral Alignment: Neutral Evil
Rank: Lesser Deity Rank: Lesser Deity
Domain: Air, Death, Water Domain: Destruction, Fire, Sun
Weapon: Net Weapon: Longsword
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Frost and Fur
Surt is a great fire giant who will one day set the cosmos alight Domain: Law, Good
in every direction with his flaming sword. Weapon: Dagger
Vor is an Aesir goddess whose primary occupation is with the
Thor oaths of marriage. She watches closely those who uphold their
Alignment: Chaotic Good oaths and punishes those who break their wedding vows.
Rank: Greater Deity
Domain: Air, Strength, Travel Yggdrasil
Weapon: Warhammer
The World Tree, Yggdrasil (an ash tree), is the Universe. It has
The son of Odin and a member of the Aesir, Thor is the god of three roots. Each of the roots reaches into a different land. The
thunder and an implacable enemy of giantkind. He is first and three lands are Niflheim (home of the dead), Jotunheim (home of
foremost a deity of the common man, who sometimes call upon the Frost Giants), and Asgard (home of the gods).
him to ensure fertility.
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Eskimo Culture
he polar tundra is the home of the Eskimo, also known as The land of the Eskimo is an exciting land. It is also a harsh,
T the Inuit, and the Aleut tribes. Theirs is a harsh land, almost
treeless and bounded by taiga to the south. The Eskimo tribes
unforgiving territory that mercilessly weeds out the weak and
foolish. To survive is a real achievement, to thrive as the Eski-
rely primarily hunting for survival, hunting seals, whales, cari- mos have is the pinnacle of human endurance.
bou and walruses. They are almost entirely carnivorous. Their
A Note About Realism
tools (including kayak frames, bows, sleds, and harpoons) are
composite constructions made of driftwood and antler, as there There are many more Eskimo tribes than are listed here.
are few trees to carve from. There are still thousands of people who belong to these
tribes living today. The tribes presented here are a gross
Where the Inuit hunt mostly caribou, the Aleut hunt the mammals
oversimplification to adapt them more easily to game pur-
of the sea. Of course, both groups are opportunistic hunters and
will kill and eat whatever they need to for survival. Slightly further poses. No disrespect is intended towards these people, their
south dwells another Eskimo tribe called the Tlingit, the most war- cultures, or their beliefs.
like of the tribes. This group is agressive enough to repel even the Using This Setting in Your Campaign
most determined foreign settlers. Their mastery of armor and
A New Land: The Eskimo setting might be a new conti-
weapons makes them stand out amongst other tribes who solely
concentrate on survival. This has much to do with the more forgiv- nent that has not yet been discovered. The PCs will have to
ing nature of their environment. While the Aleut and Inuit live in contend with the Eskimos there along with the environmen-
the tundra, the Tlingit inhabit the taiga, which has more foliage tal hazards. A new continent can bring wealth in the form
and wood to offer. Thus, with greater resources and a more forgiv- of furs or even gold in the frozen mountains.
ing lifestyle, the Tlingit have time to produce totem poles, more Glacier: The polar ice caps in your campaign world might
permanent dwellings, and develop the art of warfare. begin to expand and the Eskimos’ territory along with it.
This brings the Eskimos to the PCs as unintentional
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Frost and Fur
invaders who follow the seal and caribou as they travel domly without respecting the ways of the universe is to die a
southward along with the cold weather. slow death. Angakoq can be evil, selfish and petty; they can be
noble, compassionate, and caring. Often, they are a combination
Tshishtashkamuku: The land the Eskimos speak of, the
of both.
uninhabitable land filled with dangerous monsters, may
actually be your campaign world! In this version, the Religion: Angakoq don’t just believe in a particular religion,
Eskimos live on another Prime Material Plane but actually they live it every day. They are the intermediaries between the
have their roots in your campaign world. It’s up to the PCs material and spiritual world. At low levels, angakoq settle quar-
if they want to reassimilate their ancestors. rels between man and beast, cure diseases caused by harmful
spirits, and ensure that there is equality amongst all living things.
Some particularly powerful angakoq actually visit deities in their
home domains and placate them with gifts and services.
Classes
Background: The angakoq receives a call to his vocation in a
Angakoq variety of ways, which can range from spirits appearing before
him to acquiring the ability to heal or prophesize. Once he recog-
nizes this call, the angakoq withdraws from society and takes up
apprenticeship with a master. Power is usually acquired through
a variety of means rather than inheritance, it is not “in the
blood.” Instead, they train under elder angakoqs. Sometimes,
two novices train together. Usually, the angakoq rubs two small
stones together over the course of several days with little food or
water. Upon doing so, the initiate is required to symbolically die
and be reborn. He thus acquires a familiar spirit, learns the secret
language of nature and the spirits, and becomes capable of astral
flight to visit Sedna. He also gains the ability to heal, which
earns him respect, awe, fear, and gratitude.
Races: Aleut, Inuit, Tlingit, or any shamanistic society.
Other Classes: The angakoq respects those who respect nature.
Druids, barbarians, and rangers will find him a capable and will-
ing ally. Those who worship only one god are difficult for the
Angakoq are interpreters for the divine and the animal world.
angakoq to understand—clerics and paladins are likely to be
They speak the languages of animals as well as that of spirits in
considered very foreign. Bards are greatly revered for their abil-
a special singsong communication. The angakoq possesses a
ity to tell stories, which angakoq weave into their own magic.
variety of powers, including the ability to find and procure game,
Sorcerers are considered archrivals, while wizards are regarded
predict the weather, locate items, and heal. Healing usually
with deep suspicion. Wizards who draw their magic from other
involves repelling an evil spirit from a patient’s body.
sources are traditionally evil beings and the angakoq will have
Restriction: One must choose to become an angakoq at first some tense moments until he can be sure the wizard isn’t danger-
level This class is not open to higher level characters—charac- ous. Monks can be appreciated by angakoq, as many of the spiri-
ters that later receive the call may become an angatkungaruk or tual purification elements a monk attempts to achieve are also
ibrukok (see Prestige classes). If already an angakoq, however, tests for angakoq. Fighters and rogues are just another group the
other classes may be taken and advancement may occur in both angakoq serves.
classes as normal.
Hit Die: d8.
Adventurers: Angakoq are spiritual leaders and, if need be,
spiritual warriors. Although they often take up leadership posi- Class Skills
tions in tribes, they are just as likely to be hermits, alone in soci- The angakoq’s class skills (and the key ability for each skill) are
ety, wandering from tribe to tribe as magical mercenaries for Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
hire. Their behavior is greatly dictated by their alignment. Gather Information (Cha), Handle Animal (Cha), Heal (Wis),
Characteristics: Most often angakoq are male, but it’s possible Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes)
for one to be female. Females receive greater prestige for being (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha),
healers and less for sorcery. Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language
(none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Alignment: Because they deal with spirits and divinities of
nature, all angakoq must have some component of neutral in Skill Points at First Level: (4 + Int modifier)*4.
their alignment. To inflict a more rigid code of ethics upon the Skill Points at Each Additional Level: 4 + Int modifier.
natural or spiritual world is to die a quick death. To act more ran-
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Eskimo Culture
Class Features can determine whether water is safe to drink or dangerous (pol-
All of the following are class features of the Angakoq. luted, poisoned, or otherwise unfit for consumption).
Armor and Weapon Proficiency: Angakoq are proficient with Predict Weather: The angakoq can forcast the weather once a
the following weapons: club, dagger, handaxe, quarterstaff, day as per the divination spell. This power only applies to ques-
shortspear. They are not proficient with any type of armor or tions about the weather.
with shields. Procure Game: The angakoq can lure animals closer three
Astral Projection: Once per week, the angakoq can travel times per day as the charm person or animal spell. It only works
astrally as per the astral projection spell, affecting only the on animals that the angakoq could conceivably eat.
angakoq. An angakoq might travel to the astral plane for a vari- Remove Disease: The angakoq can remove disease, as per the
ety of reasons: to recover a lost soul, determine what taboos have spell remove disease, once per week. He can use this ability
been broken, or righting an unknown wrong. He also makes this more often as he advances in levels.
journey to negotiate with Sedna. Sedna is a greater deity who
resides on the Astral plane. Use the Astral Plane entry for the Speak With Animals: The angakoq can converse with animals
“Avoid Effective Int/Cha Decrease” under contact other plane as per the speak with animals spell at will.
each time the angakoq deals with Sedna. See the Sedna entry in Speak With Dead: The angakoq can speak with spirits as per
the Pantheon section for more information. the speak with dead spell at will.
Bonus Languages: The angakoq picks a bonus language from Wild Empathy (Ex): An angakoq can improve the attitude of an
the following list: aquan, auran, sylvan, terran. animal. This ability functions just like a Diplomacy check made
Commune With Nature: Once per week, the angakoq can com- to improve the attitude of a person. The angakoq rolls 1d20 and
mune with nature as per the spell. adds her angakoq level and her Charisma modifier to determine
the wild empathy check result. The typical domestic animal has
Find Game: The angakoq can detect animals or plants at will. It a starting attitude of indifferent, while wild animals are usually
only works on animals that the angakoq could conceivably eat. unfriendly. To use wild empathy, the angakoq and the animal
Find Items: Once per day, the angakoq can locate an object as must be able to study each other, which means that they must be
per the locate object spell. within 30 feet of one another under normal conditions. Gener-
ally, influencing an animal in this way takes 1 minute but, as
Nature Sense: The angaqkoq can identify natural plants and ani-
with influencing people, it might take more or less time. An
mals (their species and special traits) with perfect accuracy. He
angakoq can also use this ability to influence a magical beast
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with an Intelligence score of 1 or 2, but she takes a –4 penalty on 8th-Level Angokoq Spells: animal shapes, catch soul*, control
the check. plants, earthquake, finger of death, reverse gravity, summon
nature’s ally viii, sunburst, whirlwind, word of recall
Spells: The angakoq casts divine spells from the spell list below.
The angakoq may prepare and cast any spell on the below list 9th-Level Angokoq Spells: anakua*, antipathy, avgo regenera-
provided he can cast spells of that level. He prepares and casts tion*, elemental swarm, foresight, heal, mass, sbatatdaq*, sham-
spells the way a cleric does (though he cannot lose a prepared bler, shapechange, summon nature’s ally IX, sympathy
spell to cast a cure spell in its place). To prepare or cast a spell,
Spirit Familiar: The angakoq gains a familiar as a sorcerer’s
an angakoq must have a Charisma score of at least 10 + the
familiar. The familiar, being a spirit, has the ghost template. The
spell’s level. The Difficulty Class for a saving throw against an
following creatures can be familiars:
angakoq’s spell is 10 + the spell’s level + the angakoq’s
Familiar Special
Charisma modifier. Bonus spells for angakoqs are based on
Charisma. Note: Spells involving wood are only available to Master gains a +2 bonus on
Bear, Brown
Fortitude saves
Tlingit angakoq.
Master gains a +3 bonus on
0-Level Angokoq Spells (Orisons): create water, cure minor Bear, Polar
Survival checks
wounds, detect magic, detect poison, flare, guidance, know Master gains a +3 bonus on
direction, light, mending, paxala*, purify food and drink, resist- Deer, Caribou
Listen checks
ance Master gains a +3 bonus on Spot
Deer, Moose
1st-Level Angokoq Spells: calm animals, cure light wounds, checks
detect animals or plants, detect snares and pits, endure elements, Master gains +3 bonus to
Dog, Hunting
entangle, faerie fire, goodberry, magic fang, obscuring mist, Survival checks
pass without trace, shillelagh, speak with animals, summon Master gains a +3 bonus on
Dog, Sled
nature’s ally I Survival checks
2nd-Level Angokoq Spells: animal messenger, animal trance, Fox, Arctic Master gains +2 to Reflex saves
barkskin, charm person, elik*, fire trap, flame blade, flaming Master gains a +3 bonus on
Hawk
sphere, hold animal, produce flame, resist energy, restoration, Spot checks in bright light
lesser, suck poison, lesser*, summon nature’s ally II, summon Master gains a +2 bonus on
Muskox
swarm, tree shape, warp wood, wood shape Fortitude saves
Master gains a +3 bonus on
3rd-Level Angokoq Spells: akeutit*, bladder dance*, call light- Owl
Move Silently checks
ning, contagion, cure moderate wounds, diminish plants, domi-
Master gains +3 bonus to
nate animal, , ilisiniq*, magic fang, greater, plant growth, Pinniped, Seal
Listen checks
poison, protection from energy, quench, sleet storm, snare, speak
Master gains a +3 bonus on
with plants, spike growth, summon nature’s ally III, tlogwe*, Pinniped, Walrus
Swim checks
water breathing
Master gains a +2 bonus on
4th-Level Angokoq Spells: antiplant shell, command plants, Pinniped, Sea Lion
Fortitude saves
cure serious wounds, dispel magic, flame strike, freedom of Master gains a +3 bonus on
movement, giant vermin, ice storm, krilaq*, reincarnate, repel Raven
Appraise checks
vermin, scrying, shade disposal, lesser*, suck poison, greater*, Master gains a +2 bonus to
summon nature’s ally IV, syowae* Squirrel
Fort saves
5th-Level Angokoq Spells: animal growth, atonement, awaken, Master gains a +2 bonus to
Weasel
commune with nature, control winds, cure critical wounds, hal- Reflex saves
low, huapsi*, insect plague, reflect enchantment*, shade dis- Master gains a +2 bonus on
Whale, Arctic
posal, greater*, summon nature’s ally V, tree stride, unhallow, Fortitude saves
wall of fire, wall of thorns Master gains a +2 bonus on
Whale, Killer
Fortitude saves
6th-Level Angokoq Spells: animal resurrection*, antilife shell,
find the path, fire seeds, dispel magic, greater, heal, mass, iron- Master gains a +3 bonus on
Wolf, Arctic
wood, ksewawq*, liveoak, repel wood, spellstaff, summon Listen checks
nature’s ally VI, transport via plants, trap spirit* Master gains a +2 bonus on
Wolverine
Fortitude saves
7th-Level Angokoq Spells: changestaff, control weather, creep-
ing doom, fire storm, scrying, greater, harm, shaking tent cere- Familiar Basics: Use the basic statistics for a creature of its
mony*, summon nature’s ally VII, sulia*, sunbeam, wind walk type, but use the Hit Dice, Hit Points, Attacks, Saving Throws,
and Skills of the master or the creature, whichever is lesser. This
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Eskimo Culture
is the tradeoff for the power of such familiars—they are only Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowl-
spiritual representations of animals, not the actual animals them- edge (nature) (Int), Listen (Wis), Perform (Cha), Ride (Dex),
selves. If an angakoq ever takes the Totem feat, his first familiar Search (Int), Sense Motive (Wis), Speak Language (none),
must match the totem he chooses. If he picks a different totem Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use
than his familiar, his familiar leaves him and the angakoq gains Magic Device (Cha),
the new familiar that matches his totem. The familiar is treated
Skill Points at Each Level: 4 + Int modifier.
exactly the same as a sorcerer’s familiar, and gains powers as its
master advances in levels in a similar fashion.
Class Features
Spirits, Domains, and Domain Spells: Choose two spirits from All of the following are class features of the angatkungaruk.
the Eskimo pantheon. These are two spirits that the angakoq has
a special relationship with. They influence what magic he can Armor and Weapon Proficiency: Angatkungaruk are proficient
perform, his values, and how others see him. Each spirit gives with the following weapons: battleaxe, club, dagger, greatclub,
your angakoq access to a domain spell at each spell level, from handaxe, quarterstaff, shortspear. They are not proficient with
1st on up, as well as a granted power. Your angakoq gets the any type of armor or with shields.
granted powers of all the domains selected. With access to two Bonus Language: The angatkungaruk learns to speak the sylvan
domain spells, an angakoq prepares one or the other each day. If tongue for free.
a domain spells is not on the Angakoq Spells list, an angakoq
can only prepare it in his domain slot. Procure Game: The angatkungaruk can lure animals closer
three times per day as the charm person or animal spell. It only
Spirit Healing: Each day a angakoq can cure a total number of works on animals that the angatkungaruk could conceivably eat.
hit points equal to his Charisma bonus (if any) times his angakoq
class level. The angakoq can cure himself, may choose to divide Speak With Animals: The angatkungaruk can converse with
her curing among multiple recipients, and he doesn’t have to use animals as per the speak with animals spell at will.
it all at once. Spirit healing is a spell-like ability whose use is a Speak With Dead: The angatkungaruk can speak with spirits as
standard action. per the speak with dead spell at will.
Spirit Healing: Each day an angatkungaruk can cure a total
number of hit points equal to the angatkungaruk’s Charisma
Prestige Classes bonus (if any) times the angatkungaruk’s class level. The
angatkungaruk can cure himself. The angatkungaruk may choose
Angatkungaruk to divide his curing among multiple recipients, and he doesn’t
Angatkungaruk are similar to angakoq although they lack the have to use it all at once. Spirit healing is a spell-like ability and
ability of divination and helping spirits. is a standard action.
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Frost and Fur
the head feels light. The ibrukok can determine anything that a
deathwatch or status spell would detect.
Speak With Dead: The ibrukok can speak with spirits as per the
speak with dead spell at will.
Vision: Once per day, the ibrukok can experience a vision as per
the vision spell.
Haldawit
The haldawit is a divine spell caster who can steal souls and
cause illness to his foes.
Hit Die: d4.
Requirements
To become a haldawit, a character must fulfill the following
criteria:
Alignment: Any evil.
Survival: 8 ranks.
rd
Spells: Ability to cast divine spells of 3 level or higher.
Feats: Craft Wondrous Item.
Class Skills
The haldawit’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
Gather Information (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Knowledge (planes) (Int), Knowledge (nature)
Skill Points at Each Level: 4 + Int modifier. (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense
Motive (Wis), Speak Language (none), Spellcraft (Int), Spot
Class Features (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).
All of the following are class features of the ibrukok. Skill Points at Each Level: 4 + Int modifier.
Armor and Weapon Proficiency: Ibrukok are proficient with
the following weapons: battleaxe, club, dagger, greatclub, han- Class Features
daxe, quarterstaff, shortspear. They are not proficient with any All of the following are class features of the haldawit.
type of armor or with shields.
Armor and Weapon Proficiency: Haldawit are proficient with
Change the Weather: Once per week, the ibrukok can change the following weapons: battleaxe, club, dagger, greatclub, han-
the weather as per the control weather spell. daxe, quarterstaff, shortspear. They are not proficient with any
Divination: Once per day, the ibrukok can divine the future as type of armor or with shields.
per a divination spell. Create Curse Box: Haldawit can curse others with a special
Ibrukaon: The ibrukok can use an ibrukaon to determine the box, which must be painstakenly created. The haldawit must
condition of a patient. It requires a looped stick that the ibrukok have a portion of any old enemies corpse (although he need not
wraps around the patient’s head. He then asks yes or no ques- have killed him personally). He then takes a small, long, water-
tions about the patient, how heavy the head becomes determines tight box. A stick is placed across the middle of the box and thin
the answers—an affirmative if the head feels heavy; a negative if threads are tied to the stick. The corpse piece is placed at the bot-
tom and hair, nail clippings, or clothing belonging to the
intended target is tied to the strings. Crafting the Curse Box
Table 11.3 Ibrukok requires the Craft Wondrous Item feat (DC 30). This box gives
all of the haldawit’s powers a range of Unlimited. He cannot use
Base Attack Fort Ref Will any of his other powers without the Curse Box. A new Curse Box
Level Special
Bonus Save Save Save must be made for each enemy he wishes to curse.
1 +0 +0 +0 +2 Ibrukaon
2 +1 +0 +0 +3 Speak with dead Instant Death: The haldawit can kill a victim at once. If the vic-
3 +1 +1 +1 +3 Divination tim is to die quickly, the Curse Box’s string is cut so it drops on
4 +2 +1 +1 +4 Change the weather the corpse. The box is covered, tied up, and buried under a house
5 +2 +1 +1 +4 Vision
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it clockwise, attired in the skin of an animal. If the haldawit fails
to perform this strange procedure, he suffers the effects of a slay
living spell as if cast by himself. It is possible for the haldawit to
successfully save against this attack. A death ward spell protects
against it.
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Eskimo Culture
Elemental, elder
Whale, Killer
Pantheon
The Eskimo peoples once inhabited the spirit world, known as
Tshishtashkamuku. After being nearly wiped out by predators,
humanity crossed over to the Prime Material Plane. Now, only a
small land bridge located in the southwest joins the Prime Mate-
rial Plane with Tshishtashkamuku. People who try to cross the
sea to Tshishtashkamuku by boat run the risk of being drowned
in kupitan, a gigantic whirlpool. Contact is still maintained
through the misthapeuat.
Tshishtashkamuku is populated by a wide variety of beings,
including the animal masters. Beneath the sea of Tshishtashka-
muku is Adliden, where the dead go to rest while waiting to be
reincarnated.
Amishkuapeu
Alignment: Neutral
Rank: Demi-Deity
Domain: Plant
Weapon: Hand axe
Amishkuapeu is master of beavers. His industriousness with
plants and dams reflect in the powers he grants.
Anguta
Alignment: Neutral
Rank: Greater Deity
Domain: Death
Weapon: Spear
Anguta, also known as “His Father,” is responsible for conveying
the dead to Adlivun where they must sleep for a year before being
reincarnated. His word, when it comes to death anyway, is law.
Anikapeu
Alignment: Neutral
Rank: Demi-Deity
Domain: Water
Weapon: Whip
Anikapeu is the master of frogs and toads.
Atshikash-napeu
Alignment: Neutral
Rank: Demi-Deity
Domain: Trickery
Weapon: Dagger
Atshikash-napeu is master of mink. He is devious and quick.
Bird Masters
Alignment: Neutral
Rank: Demi-Deity
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Domain: Air Matshishkapeu
Weapon: Composite bow
Alignment: Neutral
The bird masters include Uapishtan-napeu, master of martin; Rank: Intermediate Deity
Nisk-napeu, master of geese; and uapineu-napeu, master of par- Domain: Trickery
tridge. Weapon: Dagger
Also known as the “Fat Man,” Matshishkapeu is a powerful
Eeyeekalduk spirit and source of great amusement on the frequent occasions
Alignment: Neutral Good in when he communicates with the Inuit. He has established
Rank: Intermediate Deity himself as more powerful than even the caribou master.
Domain: Healing
Weapon: Club Memekueshishkueu
Eeyeekalduk is the god of healing. Alignment: Neutral
Rank: Lesser Deity
Erkilek Domain: Trickery
Alignment: Neutral Evil Weapon: Dagger
Rank: Intermediate Deity Memekueshishikueue is a female fox that is mistress of foxes,
Domain: Animal martins, minks, wolves, wolverines, squirrels, weasels and
Weapon: Composite Bow lynxes. Even Atshikash-napeu pays her respect.
Erkilek is a malevolent hunting deity who has the head and nose
of a dog and the body of a man. He is an expert archer. Missinaku
Alignment: Neutral
Isitoq Rank: Lesser Deity
Alignment: Lawful Neutral Domain: Water
Rank: Intermediate Deity Weapon: Harpoon
Domain: Death Missinaku is the master of fish and many aquatic creatures
Weapon: Spear including fish, beaver, otter, muskrat, seals, toads, frogs, and
Isitoq reinforces the nature of taboos. Those who break taboos migratory waterfowl. As such he is more powerful than the other
must reckon with Isitoq. spirits.
Kakuapeu Papakashtshihku
Alignment: Neutral Alignment: Neutral
Rank: Demi-Deity Rank: Lesser Deity
Domain: Protection Domain: Animal
Weapon: Spiked chain Weapon: Shortspear
Kakupeu is the master of porcupines. He emphasizes protection Papakashtshihku is the master of caribou. In charge of the major-
for obvious reasons. ity of food for many Eskimo peoples, Papakashtshihku is a lesser
deity and has great influence over the other spirits. He lives in a
Mashku house filled with animals and their masters called the Atiku-mit-
shuap, or “caribou house”.
Alignment: Neutral
Rank: Lesser Deity
Domain: Animal
Raven
Weapon: Club Alignment: Chaotic Neutral
Rank: Greater Deity
Mashku is the master of bear, marmot and skunk. Mashkuapeu is Domain: Chaos
beneath him in the spiritual hierarchy. Weapon: Spear
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Eskimo Culture
Domain: Water Tornarssuk has the facial features of a seal, but his lower torso
Weapon: Harpoon ends in a mop of squid-like tentacles. His head is covered with a
multitude of eyes in a spider-like formation. His forepaws are
Sedna is the goddess of the ocean and all its creatures.
proportionately as long as a man’s arm, thicker, and end in fins.
The Story of Sedna He is a wrathful deity who sometimes vents his anger in spectac-
ular fashion, entering the Prime Material Plane to smash those
Everyone is frightened of Sedna, due in large part to her
who displease him.
hideous appearance: a horrible one-eyed giant. But there was
a time when Sedna was a beautiful young woman. Men from
far off villages would come to court her, but she was very
Tshiuetinush
vain and rebuffed them. One day a strange but handsome Alignment: Neutral
young hunter visited Sedna’s village. Blinded by his appear- Rank: Intermediate Deity
ance, Sedna accepted the handsome hunter’s marriage pro- Domain: Ice
Weapon: Composite bow
posal. The wedding took place and Sedna was promptly
whisked far away by her new husband, only to discover that Tshiuetinush is known as the weather spirit and as the spirit of
he was a spirit who had taken human form. Embarrassed and the north wind.
angered by the dishonor brought upon his family, Sedna’s
father retrieved her in a kayak. But escape was impossible, Uhuapeu
for the spirit found them quickly. A magical storm kicked up, Alignment: Neutral
threatening to drown them both. Terrified and completely out Rank: Lesser Deity
of his mind, Sedna’s father threw her into the sea. When she Domain: Knowledge
clung to the boat, he hacked at her fingers, knuckles, and Weapon: Bola
hand with his axe until she let go. Sedna’s fingers trans- Uhuapeu is the master of porcupines, hares, grouse, owls, and
formed into the creatures of the sea and it was then she crows. Even Kakupeu must listen to him.
became a deity. Sedna’s father didn’t get far though. Sedna
placed him into a deep sleep, then sent the waters of the
ocean to flood his village, sucking him down into the depths
with her. Deep in her underwater realm, named Adliden, she Campaign Hooks
rules with a cruel fist. There, the souls of the dead are taken
to pay for their sins. The Eskimo Campaign
There are many exciting adventures to be had in an Eskimo cam-
Sila paign, where the spirits lurk outside every hut and animals must
Alignment: Neutral be alternately hunted and respected.
Rank: Greater Deity
Domain: Sun Hunters
Weapon: Spear All the PCs are members of the same tribe. They hunt together,
looking for food, and may even all be related. Most will be of the
Sila is the life-giving element in all things. She is also the sun
fighter, warrior, ranger, or barbarian class. Because magical
god.
weapons are so scarce, the PCs must make do only with the
magic they can create on their own. Rangers are the most power-
Tootega ful in this kind of campaign—their collective manitushiun, accu-
Alignment: Neutral mulated from hunting animals, allows them to cast spells.
Rank: Intermediate Deity
Domain: Travel
Gods
Weapon: Club
One of the great spirits, be it Sedna or the Caribou Master, has
Tootega is as a little old lady who lives in a tiny stone domicile been angered. Animals no longer make themselves available for
situated on a remote island. She feels right at home walking hunting. It’s up to the PCs to travel to Tshishtashkamuku to
around on water. She takes to this practice whenever she pleases, negotiate and set things right. Perhaps the PCs, at higher levels,
without canoes, kayaks, or boats of any kind. may even challenge one of the animal masters to a contest of
skill, strength, or wit.
Tornassuk
Alignment: Neutral Spirits
Rank: Intermediate Deity The outsiders from Tshishtashkamuku invade! In this campaign,
Domain: War an angakoq must repel the invaders, leading other warriors,
Weapon: Spear fighters, barbarians, and rangers against them. This campaign
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Frost and Fur
requires a lot of magical firepower—the angakoq may need to six shooters and strange technology. It’s up to the angakoqs to
create magical items just to be able to meet the supernatural challenge their military superiority.
threat on its own terms. The invaders can be atshen or arulataq,
appearing in larger numbers than ever before. The campaign Eskimos vs. Japanese
could even culminate in a counterstrike into the very depths of When Russian hunters met the Eskimos, they already had metal
Tshishtashkamuku itself. tools. But since the Eskimos had no access to mines, where did
they get those weapons? It was the Japanese, who sailed off
War course to land on Eskimo shores. Perhaps enterprising Japanese
The tribes go to war over a prized hunting ground, an old feud, traders establish a colony—or worse, bandits who seek to pillage
or perhaps a misunderstanding over first contact. It’s likely the what they can before returning to their homeland. Using any
Tlingit tribe against another tribe, be it Aleut or Inuit. PCs may popular D20 Asian setting, the Eskimos will have enough unique
be all on one side or another, or they may have friends on both foes for a sustained campaign.
sides, making it a difficult choice as to which side to fight for.
Eskimos vs. Vikings
Crossover Campaigns The Vikings encountered Eskimos more than once, and it rarely
ended peacefully. Calling them “skraelings,” the Eskimos resis-
Eskimo vs. Russians ted the colonization efforts of the Vikings. Using the rules in this
This conflict really happened. Using the rules for mythical Rus- book, the Vikings can make for terrifying yet balanced foes that
sia in this book, PCs can take either side as they battle each other have powers on par with the other Eskimo tribes.
for land. Perhaps the Russians seek further fur trade, and at first
work together with the tribes to their mutual benefit. Everyone
Eskimos vs. the Beyond
wins, until an edict from the Tsar makes them enemies.
Because of its isolated location, many settings postulate that
ancient technologies, alien cultures, and forgotten dimensions
Eskimos vs. Americans lay beyond the wastes. Using any popular D20 Horror setting,
One of the reasons Alaska was sold to America, among others, Tshishtashkamuku becomes a horrible, alien land that spawns
was due to the dogged resistance of the native peoples, specifi- things Man Was Not Meant to Know. In this campaign, the Eski-
cally the Tlingit. In this campaign, set in the Wild West, the gold mos are humanity’s only line of defense, the first and only peo-
rush has started and the native tribes are not willing to give up ple to encounter mind-shattering horrors that creep, crawl,
their lands so quickly. Using any popular D20 Wild West cam- slither, and gibber from beyond space and time. Angakoq will
paign, Eskimos can battle a wide variety of villains who possess need every spirit’s help they can muster to battle alien technolo-
gies and dimensional beings.
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Slavic Culture
he Slavic lands are covered by a large, dangerous wilder-
T ness, sparsely populated by peasants and their wealthy
landowners, the boyars. A few pockets of civilization dot the
landscape. At the capital, there is a stark contrast to the Cossacks
of the less tamed lands: here, boyars drink away the days at the
expense of the impoverished peasantry. It is said it is better to be
a beggar in the capital than a peasant in winter.
To the north of Slavic lands lies the great white glacier. A nearly
impassible obstacle, its great silver outline looms over the north-
ern horizon. The tundra below the glacier is very fertile, ravaged
by bitter winds and covered with grass, when it’s not buried in
several feet of snow. The coniferous taiga forest, south of the
tundra, runs through most of the Slavic lands. It is here wildlife
is thickest and most numerous.
The forests are not a place any sane peasant wants to be at night-
fall. The wilderness is filled with savage wolves and bears that
are unafraid of man.
The end result of this hostile terrain has resulted in a strange
imbalance in the technological advancement of Slavs. Farming
techniques have not advanced appreciably in hundreds of years,
but black powder weapons have been readily embraced. A ruch-
nitsa-wielding peasant is very effective in slowing even the most
ferocious bears in their tracks.
Using This Setting in Your Campaign
Border Culture: If you have an Asian-themed culture in
your campaign, a Slavic culture is an excellent transition
between the Western and Eastern worlds. The nature of the
vast wilderness that the Slavic culture inhabits makes it
unlikely many PCs have traveled there and ensures plenty
of adventures.
Silver Realm: The Slavic setting may be another plane, the
Silver Realm. This setting has many parallels to your cur-
rent campaign, only it is three times as powerful with a
Slavic theme. Everything, is bigger, stronger, smarter in
this realm. It’s up to the DM if there is also a Copper
Realm and Gold Realm.
Kam: The kam race (see the Monsters section) make for
particularly terrifying, organized antagonists that might
have a Slavic culture. The PCs may find the kam to be the
most challenging threat they have ever faced—who can
stop a supernatural army of cloning warriors with a petrify-
ing gaze?
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in appearance. They are all exceptionally strong. Bogatyri can
Races also be female. These are called polianitsy, rivaling their male
counterparts in weapon skill, dexterity and wisdom.
Bogatyri
Relations
Bogatyri and polianitsy do what they please. Some will serve a
tsar out of a sense of duty; others sell their services to the highest
bidder; still others act on whim alone. Bogatyri are difficult to
predict, but whatever their decisions, its effects are always felt
for miles around.
Alignment
Bogatyri tend to be selfish and as a result usually have a neutral
component to their alignment. None are evil, although many can
be chaotic to the point of being dangerous.
Bogatyr Lands
The bogatyri are probably more at home in the Silver or Gold
Lands (lands where everything is bigger and more powerful), but
they are native to the Prime Material Plane. However, their foes
typically come from that other, more powerful plane. Indeed,
most bogatyri are inevitably drawn to the outer planes to seek
worthy opponents.
Religion
Bogatyri worship the same deities as other Slavic peoples.
Names
Bogatyri share the same names as other Slavic peoples.
Adventurers
Bogatyr are created in a variety of ways. Some are simply born Wherever a bogatyri is, adventure follows. They seek it out, pos-
with their powers, growing up at incredible speeds and acquiring sessed by a wanderlust to see the world and exercise their powers
great powers. Others go through a trial or test, usually at the against worthy opponents. Few take up sorcery. Most are fighters,
behest of a wizened old sorcerer, only to emerge from their trials warriors, barbarians, or rangers. A rare few are kolduny. What-
stronger and more powerful than ever before (see prestige ever their profession, they always put their strength to good use.
classes). Still others achieve their greatness through their heroic
actions. In all three cases, bogatyri, which means “champion” in Bogatyr Racial Traits
Russian, are the warriors of legend, capable of defeating entire +2 Strength, -2 Wisdom: Bogatyri are incredibly strong, but the
armies and battling demonic forces on their own terms. These rapid aging process means they often don’t much about the
rules only apply to bogatyri as a race. world around them before they venture out. They are not unlike
exceptionally powerful children in that respect.
Personality Large-size: Bogatyri are all larger than normal, literally giants
Bogatyri tend to be overconfident to the point of being smug. among men.
The worst of them are rude, loud, and prone to brawls and duels,
which often end in the deaths of their lessers. The more noble Speed: Bogatyr speed is 40 feet.
among them take their responsibilities very seriously and Weight: Bogatyri weigh ten times a normal human’s weight due
actively seek out worthy foes. Bogatyri are akin to forces of to their special nature. This is problematic when seeking appro-
nature—one does not tell a bogatyr what to do. priate furniture and mounts. A bogatyr’s quest for a suitable
mount is a thing of legend.
Physical Description Sleep vulnerability. Perhaps due to their rapid aging process,
Bogatyri vary as much as humans vary in appearance. They do bogatyri sleep like babes. They are helpless when sleeping and
have some characters in common. Young Bogatyri age rapidly, do not awaken to normal noise. The only way to wake a bogatyr
but only until they reach adulthood, so almost all are youthful
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Slavic Culture
prior to his normal eight hours of rest is to physically wound him into trouble. A healthy dose of skepticism is inherent in every
by inflicting lethal damage. Bogatyri aware of this flaw always Slavic tradition, and blessed seem to lack any intuition.
post guards or make other provisions when they sleep.
Age: Bogatyri age at high speeds after they are born at the rate Physical Description
of 1 year of growth for every 1 month. This means a starting 16- The blessed appear at birth with a number of bizarre markings,
year-old bogatyr is actually only a year-and-a-half old! Once which includes 1d4 of the following: 1) golden arms up to the
they reach the minimum starting age for their class, bogatyri stop elbows, 2) sides studded with stars, 3) a bright moon on the fore-
aging. They no longer suffer ability penalties for aging and can- head, and 4) a radiant sun near the heart. Some blessed possess
not be magically aged. Bogatyri may die of old age when their all four attributes, some only one or two. The number of signs
time is up—but no bogatyr has lived long enough to tell. they possess gives them corresponding magical powers.
Blessed Alignment
Blessed are always of good alignment, although they can be neu-
tral, lawful, or chaotic good.
Blessed Lands
The blessed come from the same lands as other Slavic peoples,
although some are born to other parallel Prime Material planes.
Religion
The blessed worship the same deities as other Slavic peoples.
Some are seen as religious symbols themselves and are vener-
ated as saints.
Names
The blessed share the same names as other Slavic peoples.
Adventurers
The blessed are an undeniable presence in any party. As a result,
people expect great things from them, regardless of their actual
ability to achieve those lofty goals. Blessed tend to be too trust-
ing, which makes them fast friends with just about everyone they
come across.
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Frost and Fur
Golden Arms: By unveiling his arms (usually covered up by cation of sleep spells. Until she met Yagishna’s three-eyed
gloves or sleeves), the blessed can duplicate the effects of light daughter.
at will, cast as a sorcerer of his level. This ability is constant and
Yagishna did not succumb to Maria’s spells and reported her
centered on the blessed’s arms.
Stars: By revealing his sides, the blessed can create four glow- stepsister’s magical abilities. The cow was immediately slaugh-
ing spheres of light (which look like twinkling stars) as per the tered in retaliation. Fortunately, the entrails of the cow grew into
dancing lights spell, at will, cast as a sorcerer of his level. This a tree that attracted all manner of birds. The birds came from far
ability is constant and dancing lights surrounds the blessed if he and wide and sang sweet songs.
fails to cover his sides. Prince Ivan came to Yagishna to pose a challenge: he would
Automatic Languages: Common. marry the maiden who could pick a dishful of berries for him.
Favored Class: Sorcerer. A multiclass blessed’s sorcerer class The birds, magically summoned by the tree Princess Maria had
does not count with determining whether he suffers an XP created, attacked any who tried to pick berries. The three-eyed
penalty for multiclassing. daughter was especially vulnerable to attacks from the pecking
beasts. It was decided; Maria married Ivan and left the clutches
Triglaz of her wicked stepmother.
Eventually, Yagishna (who was a sorceress herself) transformed
Maria into a goose and made her daughter look like Prince
Ivan’s wife. The ruse was discovered but the Prince could not
distinguish between the two women. He gave them a challenge:
whoever climbed to the top of his front gate would be his wife.
When the three-eyed triglaz scaled it easily, Ivan recognized her
for what she was and had her executed.
That was not Yagishna’s only daughter and the line lives on.
Ever since that day, a child of the royal line is occasionally gifted
(or cursed) with an extra nose and eye.
Personality
Triglaz tend to be selfish, bitter creatures, if only because they
are so often teased and taunted as children. Since they are all of
the royal line, this becomes less of a problem as they get older. It
also makes them incredibly spiteful. It is said a triglaz never for-
gets a slight.
Physical Description
Triglaz have a merged face consisting of two noses, one mouth,
and three eyes between the two faces. The outer two eyes work
together like a normal pair of eyes, but the third eye works inde-
pendently.
Relations
Triglaz are inevitably royalty, which gives them the ability to
enact ferocious revenge on those who might cross them. They
put a great reliance on family, especially their own relations, and
tend to be ferociously xenophobic against foreigners. Triglaz
surround themselves with sycophants and bootlickers. They
despise the uneasy stares they receive from others and force all
Triglaz were originally born of the queen known as Yagishna, who interact with them to treat them as if they were quite nor-
believed to be a monster in disguise. Some of her progeny had mal. To mention a triglaz’s appearance is to invite death. It is for
three eyes. Princess Maria, Yagishna’s stepdaughter, managed to this very reason that triglaz hate foreigners, who often uninten-
survive despite her stepmother’s abuses. Princess Maria lived in tionally commit a fatal faux pas.
a pasture with a little red cow and only a crust of dry bread for
sustenance. Yagishna’s stepdaughter was also a gifted sorcerer-
Alignment
ess and was able to survive through magic with judicious appli-
Most triglaz are neutral evil in alignment. They are greedy, self-
ish, and spiteful beings
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Slavic Culture
Triglaz Lands Slavic nations tolerate Cossacks because they make exception-
Triglaz hail from the Gold Kingdom, the thrice land. They con- ally effective buffers against invaders. On the other hand, the
sider their lands superior in every way to mortals from the Prime same stubbornness that makes them excellent defenders also
Material Plane and are known to lead invasions or raids at a makes them impossible to remove.
whim. In the Gold Kingdom, birds regularly attack triglaz—an
ancient curse, some say. Oddly enough, triglaz hate them with a
passion. Triglaz are also capable climbers, a practice the royalty
enjoys from scaling trees to destroy bird eggs.
Religion
Triglaz worship the same deities as other Slavic peoples.
Names
Triglaz share the same names as other Slavic peoples.
Adventurers
Triglaz adventure when it suits them, primarily to exercise
revenge against someone who slighted them or to secure their
position in the social order. They are territorial and defensive by
nature and are thus more likely to draw someone else into an
adventure rather than join an adventuring group. Nevertheless,
triglaz make for interesting, if somewhat dangerous, companions.
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Frost and Fur
Races: Humans are the most common Cossacks because they Graceful Dismount: The Cossack’s sense of balance is so good
are most adaptable. The other two common races are the half- that he automatically succeeds a Riding check to land softly if
breeds, the half-elves and half-orcs. The Cossacks accept those his mount is dropped in battle.
who respect the tribe, race not withstanding.
Equine Speed: The Cossack is now so in touch with his mount
Other Classes: Cossacks do well with those who accept their that the two move as one. While mounted, the Cossack can
lifestyle. They are the heroes of commoners, the villain to aristo- increase his mount’s movement rate.
crats, and feared by experts. Cossacks respect warriors and fight-
ers, are wary but appreciative of barbarian prowess, and Table 12.1 Cossack
ultimately put more faith in their weapons and mount than in any Base Attack Fort Ref Will
Level Special
thing else. Bonus Save Save Save
1 +1 +2 +2 +0 Ride-by Attack feat
2 +2 +3 +3 +0
Game Rule Information 3 +3 +3 +3 +1 Track feat
Cossacks have the following game statistics. 4 +4 +4 +4 +1 Equine speed (+10 ft.)
5 +5 +4 +4 +1 Course’s fury (+1 attack)
Abilities: Cossacks are a hardy people, so a high Constitution is 6 +6/+1 +5 +5 +2 Spirited Charge feat
critical to their survival. They also need to be wiry and flexible, 7 +7/+2 +5 +5 +2 Summon mount
8 +8/+3 +6 +6 +2 Equine speed (+20 ft.)
both in and out of the saddle, which accounts for their high Dex-
9 +9/+4 +6 +6 +3
terity. 10 +10/+5 +7 +7 +3 Courser’s fury (+2 attacks)
11 +11/+6/+1 +7 +7 +3 Graceful dismount
Alignment: Any non-lawful. 12 +12/+7/+2 +8 +8 +4 Equine speed (+30 ft.)
Hit Die: d10. 13 +13/+8/+3 +8 +8 +4
14 +14/+9/+4 +9 +9 +4 Trample feat
15 +15/+10/+5 +9 +9 +5 Courser’s fury (+3 attacks)
Class Skills 16 +16/+11/+6/+1 +10 +10 +5 Equine speed (+40 ft.)
17 +17/+12/+7/+2 +10 +10 +5
The Cossack’s class skills (and the key ability for each skill) are
18 +18/+13/+8/+3 +11 +11 +6
Climb (Str), Concentration (Con), Craft (Int), Handle Animal 19 +19/+14/+9/+4 +11 +11 +6 Behead feat
(Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) 20 +20/+15/+10/+5 +12 +12 +6 Courser’s fury (+4 attacks)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride
(Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Koldun
Use Rope (Dex). Kolduny (singular, koldun) are twisted arcane spell casters who
Skill Points at 1st Level: (4 + Int modifier) * 4 rely on their fearsome reputations to bully the peasantry into
allowing them to have the best seat at weddings, to enact tribute,
Skill Points at Each Additional Level: 4 + Int modifier. and to otherwise get the koldun what he wants.
Adventures: Kolduny adventure when it suits them. They usu-
Class Features ally are involved in adventure when there is a personal stake
All of the following are class features of the Cossack.
involved, especially if it means an increase in wealth for the
Armor and Weapon Proficiency: A Cossack is proficient with koldun. Most koldun are lazy and prefer to threaten those within
all simple and martial weapons, light armor, medium armor, and reach rather than work for their fortunes.
shields.
Characteristics: Kolduny must be shrewd in bargaining with
Bonus Feats: At the appropriate level, Cossacks gain the Ride- evil forces. However, they are not by any means required to be
by Attack, Track, Spirited Charge, Trample, and Behead feats for particularly intelligent. Their Charisma represents their skill at
free. lying and conniving—it is by no means a representation of their
physical beauty. Koldun are also strong and healthy; they must
Courser’s Fury: Cossacks are skilled with their mounts and can
be, for to weaken is to lose some of their magical powers.
accommodate them in battle. For every five levels the character
has in Cossack, his mount can make an additional attack. Both Alignment: Kolduny are selfish, bitter men who enact
the horse and its rider suffer a –2 to their respective attack rolls, vengeance on those who cross them and sometimes even on
but the animal otherwise fights as though it were a separate com- those who don’t. They must be of non-good alignment.
batant without causing any interruption of the rider’s actions.
Religion: Kolduny do not worship any particular god, but rather
Summon Mount: Cossacks with this ability have become reject them all. They regularly deal with the infernal forces,
greatly attuned to their mounts. The Cossack can call for his although they are far too selfish to worship any one deity. They
horse and if it is within 100 feet, it will arrive at maximum are often branded as heretics and actively hunted by good-
speed. aligned minions.
Background: Kolduny can take on their mantle of power in
three ways. One way to become a koldun includes a voluntary
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a Charisma score of 10 + the spell’s level. A koldun gets bonus
spells based on Charisma. The Difficulty Class of a saving throw
against a koldun’s spell is 10 + the spell’s level + the koldun’s
Charisma modifier. A high Constitution is critical in retaining the
koldun’s power.
Alignment: Neutral evil, lawful evil, chaotic evil.
Hit Die: d6.
Class Skills
The koldun’s class skills (and the key ability for each skill) are
Bluff (Cha), Escape Artist (Dex), Gather Information (Cha),
Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) * 4
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the Kolduny.
Armor and Weapon Proficiency: Kolduny are proficient with
the following weapons: club, dagger, quarterstaff. They are not
proficient with any type of armor or with shields.
Bonus Languages: A koldun must substitute Infernal for one of
the bonus languages available to the character because of his
race, since it is the language in which the koldun learns his
spells.
pact with an infernal being by violently rejecting the would-be
koldun’s previous religion. A demon appears and demands a pact Dark Blessing: The koldun applies his Charisma modifier (if
signed in blood and provides the koldun with his spell book. An positive) as a bonus to all saving throws.
aspirant can become a koldun through the act of another koldun; Fiendish Servant: The koldun can call a fiendish bat, cat, dire
in a bathhouse at dawn, the koldun summons a frog with the ani- rat, raven, or toad to serve him. In all respects it increases in
mal messenger spell. Then the initiate swallows the frog, becom- power exactly as the fiendish servant for the Blackguard prestige
ing a koldun. Kolduny are also obliged to pass on their powers class.
through to an heir through their pact with the infernal forces.
Typically, a koldun lies under a stove, groaning with one hand Spell Books: Koldun must study their spell books each day to
stretched out for help. Anyone who takes his hand immediately prepare their spells. A koldun begins play with a spellbook con-
begins his new class as a koldun. taining all 0 level spells plus three 1st-level spells of the player’s
choice. For each point of Charisma bonus the koldun has, the
Races: Humans are typically kolduny, because they are the most spellbook holds one additional 1st-level spell. Each time the
easily tempted race. Half-orcs cannot easily resist the temptation koldun achieves a new level, he must consult with his fiendish
of the koldun’s power. patron. If the meeting goes well (DM’s option), the koldun gains
Other Classes: Kolduny are disliked by most classes. Barbar- two new spells of any level or levels that he can cast.
ians distrust them, clerics and druids revile them, and paladins Spell Casting Vitality: Kolduny lose their power if harmed. A
actively hunt them down. If a koldun finds friends, it is in the koldun loses one memorized spell of the highest level he has
company of rogues. Kolduny prefer to surround themselves with memorized if he suffers damage equal or greater to that spell’s
commoners, whom they enjoy bullying. Because kolduny are level. Therefore, if a koldun’s highest memorized spell is 5th
one of the few types of “book-learned” spell casters, wizards are level, the koldun loses that memorized spell upon receiving 5 hit
often blamed for kolduny spells. points of damage. The koldun can lose multiple spells in this
fashion until he has no memorized spells left.
Game Rule Information
Spells: A koldun casts arcane spells according to the table,
Kolduny have the following game statistics.
below. He is limited to a certain number of spells of each spell
Abilities: Charisma determines how powerful a spell a koldun level per day, according to his class level. He prepares spells
can cast, how many spells the koldun can cast per day, and how ahead of time by getting a good night’s sleep and spending 1
hard those spells are to resist. To cast a spell, a koldun must have hour studying his spellbook. While studying, the koldun decides
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which spells to prepare. To learn, prepare, or cast a spell, the Wild Shape: At 5th level, a koldun gains the spell-like ability to
koldun must have an Charisma sore of at least 10 + the spell’s polymorph into a Small or Medium-size animal and back again
level. A koldun’s bonus spells are based on Charisma. The Diffi- once per day. Unlike the standard use of the spell, however, the
culty Class for saving throws against koldun spells is 10 + the koldun may only adopt one form. The koldun can use this ability
spell’s level + the koldun’s Charisma modifier. more times per day at 6th, 7th, 10th, 14th, and 18th level.
0th level: daze, detect magic, ghost sound, hiccup*, prestidigita-
tion, ray of frost Random Starting Gold
Amount (gp): 5d4
1st level: cause fear, curse water, detect animals or plants, doom,
nerazmennyi rubl*, protection from good, ray of enfeeblement, Volkhov
sleep
Volkhovy (singular, volkhov) are pagan priests tasked with the
2nd level: animal messenger, augury, bear’s endurance, dese- dissemination of ancient knowledge across the land. Both seer
crate, heat metal, hold animal, soften earth and stone and divine leader, volkhovy act with great confidence because
3rd level: bestow curse, contagion, detect thief*, diminish plants, they posses the knowledge of the land, given to them by the gods
gaseous form, gust of wind, iordanka*, magic circle against of old.
good, slow, water walk Adventures: Volkhovy actively participate in changing the
4 level: antiplant shell, control water, divination, footprint
th course of events only rarely. Usually, they go along to record,
curse*, , locate creature, planar ally, lesser, polymorph, scrying, observe, and advise. A volkhov is much more comfortable advis-
unholy blight ing a noble in war than swinging a weapon in combat.
5th level: corpse candle*, create banishche*, dispel good, feeble- Characteristics: Volkhovy are wise above all. They tend to be
mind, , petrification geas*, planar binding, lesser, transmute gregarious but thoughtful, intuitively seeking out those who are
rock to mud, unhallow the most likely to implement their often half-mad advice. A
volkhov’s life is a lonely one; he carries the burden of the gods’
6th level: eyebite, gold to corpse*, planar ally, planar binding, knowledge on his shoulders alone.
prigovory*, steklo*, wind walk
Alignment: Volkhovy follow their god’s edicts. Those who
7th level: animal shapes, blasphemy, insanity, power word stun focus on benevolent deities are good aligned, those who worship
8th level: binding, earthquake, planar ally, greater, planar bind- Simargl, Perun, Dahzdbog, and Khors are neutral good. Those
ing, greater unholy aura who worship Mokosh are neutral. Volkhovy who worship Stri-
bog are neutral evil.
9th level: imprisonment, power word kill
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bonus spells based on Wisdom. The Difficulty Class of a saving
throw against a volkhov’s spell is 10 + the spell’s level + the
volkhov’s Wisdom modifier. A high Charisma is critical in a
volkhov’s use of skills to influence the aristocracy.
Alignment: Neutral, neutral good, neutral evil.
Hit Die: d8.
Class Skills
The volkhov’s class skills (and the key ability for each skill) are
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowl-
edge (geography) (Int), Knowledge (history) (Int), Knowledge
(nobility and royalty) (Int), Knowledge (religion) (Int), Perform
(sing) (Cha), Ride (Dex), Spellcraft (Int), Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) * 4
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the Volkhovy.
Armor and Weapon Proficiency: Volkhovy are proficient with
the following weapons: club, dagger, quarterstaff. They are pro-
ficient with light and medium armors and shields.
Associates: The volkhov may never knowingly associate with
characters that worship a non-Slavic deity. A volkhov will not
continue an association with someone who outwardly displays
Religion: The volkhovy worship six different gods. See the Pan-
his religious allegiance as being a non-Slavic deity.
theon section for more details.
Deity, Domains, and Domain Spells: A volkhov chooses two
Background: Volkhovy are very careful about whom they pass
domains from among the deity’s domains. Each domain gives
on their divine connection with the ancient world. Unlike other
the volkhov access to a domain spell at each spell level, from 1st
spell casters, volkhovy are very interested in the politics and gos-
on up, as well as a granted power. The volkhov gets the granted
sip of the civilized world. It is in cities and towns that a volkhov
powers of all the domains selected. With access to two domain
can best implement the gods’ will.
spells at a given spell level, a volkhov prepares one or the other
Races: Humans make excellent volkhovy, if only because they each day. See the Pantheon section for more information.
benefit most from pagan wisdom. Elves, who are ancient, also
Evil and Good Spells: A volkhov can’t cast spells of an align-
excel in the role of volkhov. Other races lack the charisma to
ment opposed to his own.
advise leaders.
Resist Nature’s Lure: Starting at 4th level, a volkhov gains a +4
Other Classes: A volkhov’s divine insight gives them an edge in
bonus to saving throws against the spell-like abilities of feys.
all things that other classes quickly come to appreciate. Volkhovy
work well with rangers, warriors, and fighters; they understand Spells: A volkhov casts divine spells according to table 2.3. A
them. They are most closely allied with aristocrats and other lead- volkhov may prepare and cast any spell of the volkhov spell list,
ers of men, whom they advise. Druids are likely to be seen as for- provided he can cast spells of that level. Volkhovy do not acquire
eigners with common roots. Despite their wisdom, two classes their spells from books or scrolls, nor prepare them through
insight them to violence: clerics and paladins. Both classes, with study. Instead, they pray for their spells, receiving them from
their religious overtones, threaten volkhovy authority. Volkhov their pagan god. In addition to his standard spells, a volkhov gets
will not tolerate either class’ presence without conflict. one domain spell of each spell level, starting at 1st. When a
volkhov prepares a domain spell, it must come from one of his
Game Rule Information two domains.
Volkhovy have the following game statistics. 0th level: cure minor wounds, flare, guidance, light
Abilities: Wisdom determines how powerful a spell a volkhov 1st level: cure light wounds, detect animals or plants, entangle,
can cast, how many spells the volkhov can cast per day, and how protection from evil, protection from good, summon nature’s ally I
hard those spells are to resist. To cast a spell, a volkhov must
have a Wisdom score of 10 + the spell’s level. A volkhov gets
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2nd level: animal messenger, animal trance, charm person, cure
moderate wounds, daylight, discern tree*, hold animal, summon
Prestige Classes
nature’s ally II
Bogatyr
3rd level: call lightning, cure serious wounds, dispel magic, dom- Just as there are Slavic heroes who are born with supernatural
inate animal, magic circle against evil, magic circle against powers, there are those who become great heroes through their
good, plant growth, remove curse, remove disease, speak with own deeds. These bogatyri go on to bigger and better things after
dead, summon nature’s ally III, swan swarm* being gifted with their otherworldly powers and ultimately clash
4th level: boiling transformation*, break enchantment, command with the most fearsome creatures the mythical world has to offer.
plants, cure critical wounds, dismissal, dispel evil, dispel good, Hit Die: d12.
divination, planar ally, lesser, polymorph, protection from witch-
craft*, razvodit*, summon nature’s ally IV, thunder arrow*
Requirements
5th level: commune, commune with animals*, commune with To become a bogatyr, a character must fulfill the following criteria:
birds*, commune with fish*, contact other plane, dismissal, pla- Peaceful contact with a celestial: The bogatyri must make
nar binding, lesser, summon nature’s ally V peaceful contact with a celestial being that ultimately grants the
6th level: planar ally, planar binding, summon nature’s ally VI bogatyr supernatural powers.
Base Attack Bonus: +10.
7th level: banishment, control weather, legend lore, summon Alignment: Any good.
nature’s ally VII, sunbeam, vision
Class Skills
8th level: binding, control plants, planar ally, greater, planar
The bogatyr’s class skills (and the key ability for each skill) are
binding, greater, summon nature’s ally VIII, sunburst, whirlwind
Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha),
9th level: shapechange, summon nature’s ally IX, vikor* Intimidate (Cha), Jump (Str), Ride (Dex), Search (Wis), Spot
(Wis), Survival (Wis), Swim (Str), .
Random Starting Gold Skill Points at Each Additional Level: 4 + Int modifier.
Amount (gp): 5d4 * 10
Class Features
All of the following are class features of the bogatyri.
Armor and Weapon Proficiency: A bogatyr is proficient with
all forms of weapons, armor and shields.
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Bonus Feats: Bogatyri gain bonus feats from the fighter list,
with the additional choices of glutton, orphan, redheaded, secret
mark, shapeshifting, simpleminded, and youngest.
Skomorokh
Skomorokhi are wandering minstrels, jugglers, mimes, and
clowns. Although their plays and antics seem like innocent enter-
tainment, they serve as keepers of pagan lore for the commoners.
Skomorokhi are most famous for their bear-training skills.
Through their bears, skomorkhi entertain as well as predict the
Bogatyr Growth: Bogatyri grow as they advance in level. The future with their ursine companions.
effect is permanent. They increase in size by 10% for every two Hit Die: d6.
levels the character has as a bogatyr, with weight, height, and
strength increases as if a sorcerer of equivalent level cast the
spell. At 10th level, a bogatyr receives a +2 enlargement bonus
Requirements
To become a skomorokh, a character must fulfill the following
due to Strength, his height increases by 50% and his weight
criteria:
increases by 240%. This is both a blessing and a bane, as
bogatyri will need to resize their weapons, armor, and mounts to Alignment: Any non-lawful.
fit them accordingly. Handle Animal: 8 ranks.
Perform: 8 ranks.
Special Mount: Upon or after reaching 5th level, a bogatyr can Tumble: 4 ranks.
call an unusually intelligent, strong, and loyal steed to serve him
or her in her crusade against evil. This mount is a kosmatushka Class Skills
(see the New Monsters section for more details). Should the kos- The skomorokh’s class skills (and the key ability for each skill)
matushka die, the bogatyr can call for another one after a year are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha),
and a day. Kosmatushka do not possess any of the powers of a Disguise (Cha), Escape Artist (Dex), Gather Information (Cha),
paladin’s warhorse and do not grow in level with the bogatyr. Handle Animal (Cha), Innuendo (Wis), Jump (Str), Knowledge
(religion) (Int), Perform (Cha), Ride (Dex), Sense Motive (Wis),
Aura of Courage: Beginning at 1st level, a bogatyr is immune to
Tumble (Dex), Survival (Wis).
fear (magical or otherwise). Allies within 10 feet of the bogatyr
gain a +4 morale bonus on saving throws against fear effects. Skill Points at Each Additional Level: 4 + Int modifier.
Granting the morale bonus to allies is a supernatural ability.
Smite Evil: Once per day, a bogatyr of 3rd level or higher may Class Features
attempt to smite evil with one normal melee attack. She adds her All of the following are class features of the skomorokhi.
Charisma modifier (if positive) to the bogatyr’s attack roll and Armor and Weapon Proficiency: A skomorokh is proficient
deals 1 extra point of damage per level. If the bogatyr acciden- with all simple weapons. Additionally, the skomorokh is profi-
tally smites a creature that is not evil, the smite has no effect but cient with one of the following weapons: longbow, composite
it is still used up for that day. Smite evil is a supernatural ability. longbow, longsword, sap, short composite bow, short sword,
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Ursine Divination: Using his bear companion, a skomorokh can
ask his bear a simple question and, judging from its response
(snuffling, woofing, growling, etc.) the skomorokh can divine
the future as the spell-like ability augury, once a day.
Ursine Empathy (Ex): A skomorokh can improve the attitude
of an animal. This ability functions just like a Diplomacy check
made to improve the attitude of a person. The skomorokh rolls
1d20 and adds her skomorokh level and her Charisma modifier
to determine the wild empathy check result. The typical domes-
tic animal has a starting attitude of indifferent, while wild ani-
mals are usually unfriendly. To use wild empathy, the skomorokh
and the animal must be able to study each other, which means
that they must be within 30 feet of one another under normal
conditions. Generally, influencing an animal in this way takes 1
minute but, as with influencing people, it might take more or less
time. A skomorokh can also use this ability to influence a magi-
cal beast with an Intelligence score of 1 or 2, but she takes a -4
penalty on the check.
Ursine Trance: The skomorokh can use animal trance as a
spell-like ability on any bear (normal or dire) once per day.
Woodland Stride: Starting at 2nd level, a skomorokh may move
through natural thorns, briars, overgrown areas, and similar ter-
rain at his or her normal speed and without suffering damage or
other impairment. However, thorns, briars, and overgrown areas
that are enchanted or magically manipulated to impede motion
still affect the skomorokh.
shortbow, or whip. Skomorokhi are proficient with light armor, Table 12.5 Skomorokh
medium armor, and shields. Fort Ref Will
Level Base Attack Bonus Special
Save Save Save
Skomorokh Performance: Once per day per level, a sko- 1 +0 +0 +2 +0 Ursine companion (animal)
morokh can play an instrument in combination with a spoken 2 +1 +0 +3 +0 Woodland stride
performance to influence those around him. The skomorokh 3 +2 +1 +3 +1 Skomorokh performance
makes a Perform check, and the target can negate the effect with 4 +3 +1 +4 +1
a Will saving throw equal to or greater than the skomorokh’s 5 +3 +1 +4 +1 Ursine divination
check result. If the skomorokh has an audience, the victim with 6 +4 +2 +5 +2 Ursine friendship
the highest Wisdom makes the roll. If the skomorokh fails, the 7 +5 +2 +5 +2 Skomorokh humor
attempt still counts against the daily limit. The effect is the same 8 +6 +2 +6 +2
as an emotion spell cast by a sorcerer of the skomorokh’s level. 9 +6 +3 +6 +3 Ursine trance
The skomorokh can induce the following effects through his per- 10 +7 +3 +7 +3 Bear companion (dire)
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Slavic Culture
Class Features
All of the following are class features of the Vedma.
Armor and Weapon Proficiency: Vedma are proficient with
the following weapons: battleaxe, dagger, greatclub, greatsword,
handaxe, longsword, quarterstaff, scythe, and sickle. They are
not proficient with any type of armor or with shields.
Bestow Curse: At 7th level a vedma can use bestow curse as a
spell-like ability once per day.
Eyebite: At 9th level a vedma can use eyebite as a spell-like abil-
ity once per day.
Nature Sense: At 4th level a vedma gains a +2 bonus on Knowl-
edge (nature) and Survival checks
Poison Use: At 6th level a vedma is skilled in the use of poison
and never risks accidentally poisoning themselves when apply-
ing poison to a blade.
Scent: At 2nd level a vedma can detect approaching enemies and
sniff out hidden foes by scent alone as per the Scent special qual-
ity (see Monster Manual). When using her sense of smell to sniff
someone out, she receives a +2 circumstance bonus to Search
and Spot checks. A Wisdom check (DC 10) allows the vedma to
determine the nationality of the person she smells.
Spells per day: At every second level gained in the vedma class,
the character gains a new spell each day as if she had gained
another level in her original spellcasting class. She only receives
Survival: 8 ranks.
the increased spellcasting benefit of the extra level. The spells
Spells: Ability to cast divine spells of 3rd level or higher.
can only be spells that are of the Transmutation school of magic.
Special: The vedma must have made peaceful contact with a
hag to contract the taint of true evil. A Thousand Faces: At 8th level, a vedma gains the supernatu-
ral ability to change her appearance at will, as if using the spell
Class Skills alter self.
The vedma’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script Timeless Body: After achieving 10th level, a vedma no longer suf-
(Int), Diplomacy (Cha), Disguise (Cha), Gather Information fers ability penalties for aging and cannot be magically aged. Any
(Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), penalties she may have already suffered disappear. Bonuses still
Knowledge (arcane) (Int), Knowledge (nature) (Int), Listen accrue, and the vedma still dies of old age when her time is up.
(Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Lan- Wild Shape: At 1st level, a vedma gains the spell-like ability to
guage (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Use polymorph into a Small or Medium-size animal and back again
Magic Device (Cha), . once per day. Unlike the standard use of the spell, however, the
Skill Points at Each Level: 4 + Int modifier. vedma may only adopt one form. The vedma can use this ability
more times per day at 3rd, 5th, and 7th level.
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Frost and Fur
Vorozhei Class Skills
The vorozhei’s class skills (and the key ability for each skill) are
Concentration (Con), Appraise (Int), Bluff (Cha), Craft (Int),
Gather Information (Cha), Heal (Wis), Knowledge (arcane) (Int),
Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Sense
Motive (Wis), Spellcraft (Int), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the vorozhei.
Armor and Weapon Proficiency: Vorozhei are not proficient
with any weapons or armor.
Augury: Using any form of dice, cards, palmistry, salt,
tealeaves, or coal, the vorozhei can determine another person’s
fate as per the augury spell ability.
Crystal Ball: The vorozhei can turn any non-magical crystal
ball into a magical crystal ball for the duration of the scrying
ability. The crystal ball only provides the magical effect when
the vorozhei uses it—the ball is otherwise nonmagical for any-
one else. At 6th level, the crystal ball can also see invisible and at
7th level it can also detect thoughts. At 8th level, the vorozhei can
communicate silent mental messages with the person appearing
in the ball and may attempt to implant a suggestion (as the spell,
DC 14) once a day. At 9th level, the vorozhei can use true seeing
in conjunction with the ball’s scrying ability. Crystal balls that
already posses the ability to scry still work as normal for the
vorozhei, but if the vorozhei’s ability is more powerful than what
The vorozhei is a fortune-teller who specializes in augury. the crystal ball possesses, all scrying abilities apply.
Vorozhei can use anything to divine the future, including dice, Locate: The vorozhei can locate any object at 3rd level using a
cards, palmistry, salt, tealeaves, or coal. They are typically used crystal ball as per the locate object spell. At 5th level, the
most often to locate lost objects. vorozhei can locate creature. At 10th level, the vorozhei can dis-
Hit Die: d4. cern location. All of these spell-like abilities are usable three
times per day.
Requirements Spells per day: At every second level gained in the vorozhei
To become a vorozhei, a character must fulfill the following class, the character gains a new spell each day as if he had gained
criteria: another level in her original spellcasting class. He only receives
Bluff: 8 ranks. the increased spellcasting benefit of the extra level. The spells can
Scry: 8 ranks. only be spells that are of the Divination school of magic.
Spells: Ability to cast arcane spells of 3rd level or higher.
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Slavic Culture
Znakhar Class Skills
The znakhar’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Gather Information (Cha), Heal
(Wis), Knowledge (arcane) (Int), Knowledge (nature) (Int), Lis-
ten (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Znakhar.
Armor and Weapon Proficiency: Znakhar are not proficient
with any weapons or armor.
Brew Potion: At 4th level a znakhar can brew potions as the
Brew Potion feat.
Detect Poison: At 1st level a znakhar can detect poison as a
spell-like ability three times per day.
Dispel Evil: At 10th level a znakhar can dispel evil as a spell-like
ability once per day.
Dream: At 8th level a znakhar can use dream as a spell-like abil-
ity once per day.
Message: At 2nd level a znakhar can use message as a spell-like
ability three times per day.
Spells per day: At every second level gained in the znakhar
class, the character gains a new spell each day as if he had
gained another level in her original spellcasting class. He only
receives the increased spellcasting benefit of the extra level. The
The znakhar is a healer, using folk medicine, dream interpreta-
spells can only be spells that are of the Conjuration (Healing)
tion, and magic to ease the ills of his patients. His specialty is
school of magic.
whispering, and the znakhar is known for whispering over spell
components to heal and to harm. Whispering Wind: At 6th level a znakhar can use whispering
wind as a spell-like ability three times per day.
Hit Die: d4.
Requirements
To become a znakhar, a character must fulfill the following criteria: Weapons & Armor
Alignment: Any good. The following weapons are typical of Slavic cultures: Axe,
Heal: 8 ranks. topor; Crossbow, samostrel; Dagger, kinzhal; Dagger, knosh;
Spells: Ability to cast divine spells of 3rd level or higher. Firearm, pishchal; Firearm, ruchnitsa; Flail, kisten; Javelin,
sulista; Mace, bulava; Mace, palista; Mace, shestoper; Pick,
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Frost and Fur
chekan; Pick, klevets; Polearm, berdysh; Polearm, sovna; Quar-
terstaff, palka; Spear, rogatina; Sword, kinzhal; Sword, konchar;
Slavic Spells
Sword, myech; Sword, polash; Sword, sable; Sword, shashka; The following new spells are common in a Slavic setting: Boil-
Sword, shpaga; Whip, knout; Whip, nagyka. ing Transformation, Commune With Animals, Commune With
Birds, Commune With Fish, Corpse Candle, Create Banishche,
The following armors are typical of Slavic cultures: Banded Detect Thief, Discern Tree, Footprint Curse, Gold to Corpse,
mail, bakhterets; Breastplate, zertsaolo; Chain mail, baidana; Hiccup, Iordanka, Nerazmennyi Rubl, Petrification Geas,
Chain mail, kol’chuga; Half-plate, kalantar; Half-plate, pantsir; Prigovory, Protection from Witchcraft, Razvodit, Steklo, Swan
Padded, parka; Padded, teghily; Padded, wool clothing; Scale Swarm, Thunder Arrow, Vikor.
mail, bronya; Scale mail, doshchatimi; Scale mail, yushman;
Shield, tarch; Splint mail, kuyak. Summon Nature’s Ally is modified as shown below.
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Slavic Culture
Dire wolf
Dvorlem
Pantheon
Giant eagle [chaotic good]
Giant owl [neutral good]
Dahzdbog
Lion Alignment: Lawful Good
Muskox Rank: Intermediate Deity
Strukis Domains: Law, Luck, Sun, Good
Tojanida, Small Weapon: Club
Viper, Large
Dahzdbog is the god of sunlight, happiness, justice and destiny.
Xorn, Small
He rules over the twelve kingdoms of the zodiac and is served by
5th Level the two beautiful maidens and seven planets. He appears as a
Arrowhawk, Medium-size red-faced, bloated, elderly gentleman. Every day, Dazhbog
Bear, Brown drives his golden chariot with diamond wheels, led by a pair of
Dire boar fire-breathing white horses, across the sky. He represents the
Dire lion cycles of age and the rising and setting of the sun. Volkhovy of
Dire wolverine Dahzdbog gain the power to turn undead as their special power
Dragon, Goryshche (young) if they choose the Sun domain. Volkhovy who worship Dahzd-
Elemental, Medium-size bog must meditate for one hour at noon.
Firebird
Shark, Large Khors
Tojanida, Medium-size
Alignment: Neutral Good
Viper, Huge
Rank: Intermediate Deity
6th Level Domains: Fire, Sun, Good
Elemental, Large Weapon: Longbow
Senmurv
Khors is a man with a dog’s head and horns. He represents the
Shambling mound
sun in all its blazing glory and is the offspring of Mokosh and
Tendriculos
Xorn, Medium-size Perun. Volkhovy of Dahzdbog gain the power to turn undead as
their special power if they choose the Sun domain. Volkhovy
7th Level who worship Khors must meditate for one hour at dawn.
Arrowhawk, Large
Dragon, Goryshche (juvenile) Mokosh
Elemental, Huge Alignment: Neutral
Kainkutho
Rank: Intermediate Deity
Tojanida, Large
Domains: Earth, Animal, Plant
Xorn, Large
Weapon: Sickle
8th Level Mokosh looks like a weird mixture of many animals. She is the
Chudo-Yudo
Earth Mother, a representation of all living things, flora or fauna.
Deer, Moose
She ensures fertility amongst her flock and protects both women
Elemental, greater
and sheep during labor. Volkhovy who worship Mokosh must
Kosmatushka
meditate for one hour at noon.
Shmat Razum
Squid, giant
Vodyanoi Perun
Alignment: Chaotic Neutral
9th Level Rank: Intermediate Deity
Elemental, elder Domains: Air, Good, War
Tapagöz Weapon: Heavy mace
Whale, Killer
Perun appears as a tall and vigorous man with silver hair and a
long golden beard. He clutches in one hand his mace and in the
other a fiery bow. Perun is a war god and his strength and power
is legendary. He rides across the sky in an iron chariot pulled by
a gigantic goat. He throws lightning bolts with his mace to the
ground in great storms. Cockerels and other animals are offered
as sacrifices to Perun, even human sacrifices. Volkhovy who
worship Perun must meditate for one hour at dawn.
223
Frost and Fur
Simargl
Alignment: Lawful Neutral
Rank: Intermediate Deity
Domains: Plant, Protection
Weapon: Sabel
Simargl is a curious creature covered in scales, with the
forepaws and head of a dog, an eagle’s wings, and hindquarters
consisting only of a peacock’s tail. Simargl is the guardian of the
Tree of Life. Because the Tree of Life looks like any other tree,
Simargl’s worshippers use divination spells to ensure they are
not cutting down their sacred tree. He acts as a protector of all
things sacred. Volkhovy who worship Simargl must meditate for
one hour at dawn.
Stribog
Alignment: Neutral Evil
Rank: Intermediate Deity
Domains: Air, Water, Ice
Weapon: Throwing Axe
Stribog is a gnarled old man with winds rustling his robes. He is
known as Father Winter and the Wind Lord. He represents the
capricious, cruel nature of winter that so often decimates the
peasant populace.
Campaign Hooks
The Slavic Campaign
There are many exciting adventures to be had in a Slavic cam-
paign. The world is a cold, unforgiving place ruled by even
colder men. It is a land in desperate need of heroes.
Tyrants
The cruel tsar, the overbearing boyar, even a soldier terrorizing
the common folk are frequent themes in Slavic literature. Over-
throwing a tyrant is the underdog at his best. More often than
not, that underdog is a commoner, someone nobody would
expect to rise to the occasion.
Infernal
Slavic myth is filled with all manner of supernatural and infernal
beings. Any one of them might begin a supernatural attack on a
loved one or an entire town. Possible villains include hags, drag-
ons, devils and kolduny.
War
War is a common theme in Slavic myth due to close proximity
with so many powerful and varied nations. The PCs may find
themselves defending their homeland against German knights,
Mongol hordes, or even supernatural beings like the kam. It’s up
to the PCs to turn the tide of war.
224
Ice Age Culture
uring the Pleistocene era, the sea water level fell by about Monsters are real and everywhere, but not the typical fantasy
D 350 feet. The ice sheets expanded and crept across the
lands, ushering in an era of cold the likes of which the world had
staple. To stave off the cold, mammals have evolved to enor-
mous sizes. Beasts roam the land without fear of man. The time
never seen. Mammals grew to massive proportions to conserve of dinosaurs and dragons is over—mammals rule the world.
heat and mankind was locked in a struggle for survival. Evolu-
Using This Setting in Your Campaign
tionary offshoots competed with each other for food and warmth.
An Ice Age campaign is a savage, unforgiving world. Elemental Plane: The Ice Age campaign can also double as a
template for the elemental plane of ice. You can remove the
But the world is not all harsh and primitive. On the continent of
Atlantean elements or retain them as outsiders from another
Atlantis, the Atlanteans have a technology level similar to most
fantasy campaigns. While barbarians struggle for food and shel- plane. In this plane, prehistoric beasts stalk the land and the
ter, the Atlanteans fret about the ice sheets that will soon encom- world never evolves beyond the primitive level of technology.
pass their magnificent cities. Worse, the Atlantean peoples have The snow and cold are relentless, with no warm seasons.
long since stopped propagating. The Neanderthals, halflings, Time Travel: The PCs might time travel in the past of your
humans, and dwarves multiply far quicker and their raids campaign. The Ice Age is still recent enough that humans
threaten to topple the Atlantean Empire. look like humans. In this world, PCs with swords only have
In an Ice Age campaign, nature cannot be ignored. The bitter a slight edge against those with sharpened stones and sticks.
cold is extremely unforgiving, making for a life of difficult But by far the biggest difference is the preponderance of dire
choices. The other Ice Age peoples do what they must to sur- beasts—civilization is on the defensive.
vive. Forgotten World: The Ice Age setting might be sealed off
from the rest of the world, by a series of impassable moun-
225
Frost and Fur
tains, a magical forcefield, or simply at the edges of the Wilderness Lore: 8 ranks
world where no one has yet managed to explore. The PCs Feats: Snowshoes, Track.
have the potential of bringing back great discoveries and Special: The character must have spent at least a full year in
even colonizing the land, if they can tame it before it arctic terrain. This period may include no more than one week
destroys them. (seven days total) outside of arctic terrain, and no more than
two days and two nights in a village or larger settlement.
Class Skills
Prestige Classes The arctic nomad’s class skills (and the key abilities for each
skill) are Climb (Str), Handle Animal (Cha), Hide (Dex), Intimi-
Arctic Nomad date (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride
(Dex), Spot (Wis), Survival (Wis), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier
Class Features
All of the following are class features of the arctic nomad.
Weapon and Armor Proficiency: The arctic nomad is profi-
cient with all simple and martial weapons and all armor, but not
shields.
Improved Constitution: At 1st level, the arctic nomad’s Consti-
tution score increases by 1. At 4th, 6th, 8th and 10th levels, the
arctic nomad’s Constitution score increases by an additional
point.
Speed of the Fox: Beginning at second level, the arctic nomad
doubles his base speed while on ice or snow. This effect stacks
with any other speed modifiers, following the normal rules for
multipliers.
Bonus Feats: At 3rd level, the arctic nomad gains the Hot-
Blooded feat as a bonus feat. At 6th level, the arctic nomad gains
the Ice Hearing feat as a bonus feat. The arctic nomad must meet
all prerequisites to gain the benefits of these feats.
Seek Shelter: Through an intimate knowledge of the surround-
ing area, starting at 5th level, the arctic nomad may, with a suc-
cessful Survival check (DC 25), determine the direction and
approximate distance to the nearest structure or natural forma-
In the Ice Age, a few souls are brave (or foolish) enough to avoid tion capable of sheltering his party.
civilization completely, living off of their strength, their fortitude Inner Fire: Beginning at 7th level, once per day the arctic
and their skills in the frozen wilderness. From ice caves high in nomad may ignore the effects of cold weather for a number of
the mountains to huts perched on dangerous ice shelves, the arc- minutes equal to his character level. After this period has
tic nomad knows the places where a traveler may find warmth elapsed, the arctic nomad falls unconscious, as if he had suc-
days or even weeks out from the nearest town. Tracks in snow cumbed to the nonlethaldamage of cold weather. At 9th level, the
are as familiar to the nomad as the well-trodden trail is to the duration of this ability doubles.
merchant on his cart. Quite often, barbarians will become arctic
nomads should they be gripped by wanderlust. Rangers also will
occasional travel above the tree line and into the ice in search of
more exotic creatures.
Hit Die: d10.
Requirements
To qualify to become an arctic nomad, a character must fulfill all
the following criteria:
Alignment: Any chaotic.
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Ice Age Culture
Table 13.1 Arctic Nomad Class Features
All of the following are class features of the cryomancer.
Base Attack Fort Ref Will
Level Special
Bonus Save Save Save Weapon and Armor Proficiencies: The cryomancer gains no
1 +1 +2 +0 +0 Improved constitution
proficiencies with weapons or armor, nor shields.
2 +2 +3 +0 +0 Speed of the fox
3 +3 +3 +1 +1 Hot-Blooded Spells per day: At 1st-level and each level evenly divisible by 2
4 +4 +4 +1 +1 Improved constitution (2nd, 4th, 6th, etc.), the cryomancer gains new spells per day as
5 +5 +4 +1 +1 Seek shelter if he had increased an existing caster level by one. The character
6 +6/+1 +5 +2 +2 Ice hearing, improved constitution receives no other benefits of attaining a new level in that caster
7 +7/+2 +5 +2 +2 Inner fire class, instead using the class progression of the cryomancer
8 +8/+3 +6 +2 +2 Improved constitution class.
9 +9/+4 +6 +3 +3 Inner fire x2
10 +10/+5 +7 +3 +3 Improved constitution
Rime of Frost: At 3rd level, the cryomancer gains a +1 natural
armor bonus to AC, as a thin coating of ice makes blows more
Cryomancer likely to “slide” off. At 7th level, this bonus increases to +2.
In a world dominated by ice, it is undeniable that the force of Gifts of the Ice: At 5th level, the cryomancer gains the ability
cold is a powerful one indeed. There is no one more respected to, once per day per level, cast any spell he is capable of casting
(or feared) than the cryomancer. Adepts are the most likely to that has the Cold descriptor, as a spell-like ability that uses no
become cryomancers, as the search for power will inevitably spell slots. At 9th level, this ability increases to twice per day per
lead one to the ice. level.
Tunnel Runner
Hit Die: d6. Whether it is deep beneath the heavy mountains or within huge
blocks of ice, the tunnel runner is skilled at traversing close pas-
sages. Often serving as scout or courier, the tunnel runner is
Requirements indispensable to anyone needing access to such places. Rogues
To qualify to become a cryomancer, a character must fulfill all
and rangers often become tunnel runners, as both make use of
the following criteria:
intimate knowledge of their chosen terrain. Rogues more often
Knowledge (arcana): 9 ranks specialize in constructed tunnels, such as those carved out by
Spellcraft: 9 ranks prehistoric dwarves.
Spells: The ability to cast divine spells, including at least three
spells with the Cold descriptor. Hit Die: d6
Special: The character must have succumbed to the nonlethal
damage of cold weather. Requirements
To qualify to become a tunnel runner, a character must fulfill all
Class Skills the following criteria:
The ice mage’s class skills (and the key abilities for each skill)
Dexterity: 17+
are Concentration (Con), Knowledge (all, individually) (Int),
Knowledge (dungeoneering): 10 ranks
Spellcraft (Int).
Jump: 6 ranks
Skill Points at Each Level: 2 + Int modifier. Spot: 6 ranks
Feats: Run, Track.
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Frost and Fur
massive trees).
At 5th level, the tunnel runner may choose a second type or ter-
rain in which he receives the same bonuses. At 10th level, the
tunnel runner may choose a third terrain type.
Perfect Direction Sense: At 3rd level the tunnel runner receives
a +10 bonus to Knowledge (dungeoneering) checks to determine
the course to familiar locations through a tunnel system.
Swift Passage: At 7th level, the tunnel runner gains the ability to
enter a tunnel system and exit it at any exit point along the sys-
tem, immediately. This supernatural ability only works if the tun-
nel runner is traveling alone and carrying no more than a light
load.
228
Ice Age Culture
229
Frost and Fur
Belial Helio represents the male aspect of sun worship. His sacred
stone is the white diamond and a winged disk represents him.
Alignment: Chaotic Evil
Rank: Intermediate Deity
Domain: Chaos, Death, Destruction, Evil
Heliona
Weapon: Dagger Alignment: Neutral
Rank: Lesser Deity
Also known as the “Lord of the Dark Face,” this deity has idols Domain: Fire, Sun
to him that are avoided rather than worshipped. Belial’s sinister Weapon: Bow
influence is prophesized to one day bring down Atlantis. At
present, he is a dormant entity, although his cultists await his Heliona represents the female aspect of sun worship. Her sacred
return. stone is the blue diamond and a serpent represents him.
Danuih Khe-Ta
Alignment: Neutral Good Alignment: Chaotic Neutral
Rank: Lesser Deity Rank: Lesser Deity
Domain: Animal, Plant, Protection Domain: Animal, Trickery
Weapon: Quarterstaff Weapon: Dagger
Danuih is an earth goddess. She is the patroness of children and The divine consort of Ta-Khu, Khe-Ta is a feline deity who rep-
provider of both physical and spiritual nourishment. resents the beautiful arts, including music, dance, and poetry.
Helio Khiet-Sin
Alignment: Neutral Alignment: Chaotic Neutral
Rank: Lesser Deity Rank: Lesser Deity
Domain: Fire, Sun Domain: Law, Protection
Weapon: Bow Weapon: Mace
Another feline deity, Khiet-Sin is the arbiter of all. She is both
divine protector and mistress of cosmic justice.
230
Ice Age Culture
Philaeia Campaign Hooks
Alignment: Lawful Neutral
Rank: Lesser Deity Clan Survival
Domain: Knowledge The PCs must survive as a tribe of hunter-gatherers. The party
Weapon: Quarterstaff members are all part of the same tribe (and thus probably all
Philaeia is the goddess of science, architecture, wisdom and phi- related). They must survive in an openly hostile world, facing
losophy. weather, predators, and rival tribes.
231
Frost and Fur
A Svyatogor Characters 121
Golden Duck 121
Polar Night (PN) 20
Fata Morgana 21
Adventurer & NPC Classes 45 Golem 121 Fire 22
Adept 45 Copper Peasant 121 Fog 21
Aristocrat 46 Snowman 122 Sleet 21
Barbarian 46 Teresnhchka 123 Snow 21
Bard 46 Guardian Doll 123 Heavy Snow 21
Cleric 47 Haugbui 124 Light Snow 21
Commoner 47 Ice Drake 124 Snowstorm 21
Druid 47 Kainkutho 125 Temperature 22
Expert 47 Kam 126 Thunder Snow 22
Fighter 47 Ketta 126 Wind and Weather 23
Monk 48 Kosmatushka 127 Wind Force 23
Paladin 48 Mamaqa 127 Windchill 23
Psion 48 Mishtapeu 128 Armor 61
Psychic Warrior 48 Morozko 128 Baidana 61
Ranger 48 Mummy, Aleutian 129 Bakhterets 61
Rogue 48 Muskox 130 Bone Plate 61
Sorcerer 49 Nykur 130 Bronya 61
Warrior 49 Ooze, Freezescum 131 Byrnie 61
Wizard 49 Penguin 131 Doshchatimi 61
Animals 103 Pinniped 132 Furs and Skins 61
Amortortok 103 Sea Lion 132 Hide 62
Arulataq 104 Seal 132 Kalantar 63
Atshen (Wendigo) 105 Walrus 133 Kol’chuga 63
Bear 105 Rusalka 133 Kuyak 63
Brown 105 Ruskaly 134 Pantsir 63
Iron 106 Senmurv 135 Shields 63
Polar 107 Shatter Kraken 135 Skin Armor 63
Chalicothere 107 Shmat Razum 135 Tarch 64
Chudo-Yudo 108 Singing Bun 136 Teghily 64
Corpse Shroud 109 Skakushka 137 Wooden Plate 64
Deer 109 Snow Angel 137 Yushman 64
Caribou 109 Sprite, Ice 137 Zertsaolo 64
Moose 110 Strukis 138
Devil 111 Swan 138
Illness Imp 111
Misery Imp 111
Tapagöz 139
Treant, Ice 139
C
Dire 112 Trow 140 Cold Aquatic 10
Armadillo (Doedicurus) 112 Trow Characters 140 Cold ocean 10
Deer (Megaloceros) 112 Tupilak 140 Diversity 10
Rhinocerous (Elasmotherium) 112 Tupiliq 141 Resources 11
Sloth (Megatherium) 113 Vodyanoi 141 Cold Desert 11
Dog 113 Voron 142 Diversity 11
Hunting 113 Whale 142 Resources 12
Sled 114 Arctic 142 Cold Forest (Taiga) 12
Dragon 114 Killer (Orca) 143 boreal forest 12
Goryshche 114 Wolf, Arctic 144 coniferous forests 12
Linnorm 116 Wolverine 144 Diversity 13
Draugr 117 Woolly Mammoth conifer needles 13
Dvorlem 117 (Mammuthus Primigenius) 145 deciduous trees 13
Elemental, Ice 118 Woolly Rhinocerous (Coelodonta) 145 permafrost layer 13
Firebird 119 Yek 146 Resources 13
Fox, Arctic 119 Arctic Climate 20 tundra 12
Giant 120 Aurora (Arsarnerit) 20 Cold Hills (Steppe) 13
Falcon 120 Blizzard 20 Diversity 14
Ice 120 Daylight 20 Resources 14
Syvatogor 120 Midnight Sun (MS) 20 the red buffalo 13
232
Table of Contents
Cold Marsh (Bog) 15 Eskimos vs. Japanese 206 Distance Swimming 69
Glaciers 15 Eskimos vs. the Beyond 206 Elemental Spirit 69
kettle holes 15 Eskimos vs. Vikings 206 Evil Eye 69
Peat 15 Eskimo Spells 202 Fast Healer 69
Resources 15 Summon Nature’s Ally 202 Fearless 69
Cold Mountains (Alpine Tundra) 16 Pantheon 203 Ferocity 70
Diversity 16 Amishkuapeu 203 Find Another Foe 70
Resources 17 Anguta 203 Fire Resistance 70
Cold Plains (Tundra) 17 Anikapeu 203 Firearms Proficiency 70
Diversity 17 Atshikash-napeu 203 Freezer 70
Resources 18 Bird Masters 203 Galdralag 70
Cold Underground (Ice Caves) 18 Eeyeekalduk 204 Glimustaoa 70
Diversity 18 Erkilek 204 Glutton 70
Resources 18 Isitoq 204 Handsome 70
Kakuapeu 204 Height Advantage 70
Mashku 204 Herse 70
D Mashkuapeu 204 Hip Throw 70
Matshishkapeu 204 Hot-Blooded 71
Dangers 23 Memekueshishkueu 204 Howling Rage 71
Dehydration 23 Missinaku 204 Hurl Axe 71
Effects of Dehydration 24 Papakashtshihku 204 Hurled Return 71
Hypothermia & Frostbite 24 Raven 204 Hypothermic Sleep 71
Effects of Hypothermia 25 Sedna 204 Ice Hearing 71
Exposure 24 Story of Sedna 205 Iceshoes 71
Frostbite 25 Sila 205 Improved Armor Use 71
Snow Blindness 26 Tootega 205 Improved Balance 71
Starvation 26 Tornassuk 205 Improved Disarm 71
Starvation Level 26 Tshiuetinush 205 Improved Draw 72
Sunburn 26 Uhuapeu 205 Improved Knockdown 72
Tainted Water 26 A Note About Realism 195 Improved Ready 72
Domains, New 78 This Setting in Your Campaign 195 Jarl 72
Ice 78 Weapons & Armor 201 Karl 72
Dwarves 33 Eskimo Magic Items 157 Knee Trip 72
Subrace: Domovoi (Slavic) 33 Ambelan 157 Konge 72
Subrace: Prehistoric (Ice Age) Angakoq’s Drum 157 Lucky 72
Dwarves 35 Chilkat Blanket 157 Ofermod 72
Subrace: Keelut (Eskimo) 34 Chilkat Shirt 157 Orphan 72
Subrace: Dverge (Nordic) 34 Ibrukaon 157 Pack Awareness 73
Inugwak 157 Pack Communication 73
Kikituk 157 Pack Scout 73
E Kwacmin 158 Pack Support 73
Elves 35 Lagekwa 158 Podmet 73
Subrace: Alfar (Nordic) 35 Magic Weapon Special Ability 158 Poison Resistance 73
Subrace: Rmoahali (Ice Age) 36 Scrimshaw 158 Redheaded 73
Subrace: Leshii (Slavic) 35 Story 158 Reduce Cover 74
Subrace: Tornrait (Eskimo) 36 Sayiws 158 Retribution 74
Eskimo Culture 195 Skudilitc 158 Returning Ammo 74
Campaign Hooks 205 Totem Pole 158 Second Sight 74
Eskimo Campaign 205 Secret Mark 74
Gods 205 Seer 74
Hunters 205 F Shapeshifting 74
Spirits 205 Simpleminded 74
Feats 69 Ski Combat 74
War 206 Arnagneq 69
Classes 196 Skjaldborg 74
Behead 69 Slide-By Attack 75
Angakoq 196 Cold Resistance 69
Crossover Campaigns 206 Snow Fight 75
Controlled Shiver 69 Snowshoes 75
Eskimo vs. Russians 206 Crude-Wrestling 69
Eskimos vs. Americans 206 Spear Catching 75
233
Frost and Fur
Spear Throwing 75 Pantheon 229 Necklace of Protection 156
Speed Swimming 75 Akhantuih 229 Reindeer Hide 156
Stigandi 75 Belial 229 Ring of Guidance 156
Strandhugg 75 Danuih 230 Shirt of Chilling 156
Svinfylka 75 Helio 230 Shirt of Invigoration 156
Totem 75 Heliona 230 Shirt of Invulnerability 156
Trel 76 Khe-Ta 230 Shirt of Sustenance 156
Tudab Cure 76 Khiet-Sin 230 Shirt of Warmth 156
Tudab Seal 76 Philaeia 231 Thor’s Hammer 157
Una Tar Tuq 77 Poseidon 231 Norse Classes 168
Weapon-Catching 77 Ta-Khu 231 Godi 168
Wind Sending 77 Prestige Classes 226 Vitki 169
Youngest 77 Arctic Nomad 226 Voelva 171
Zagovory 77 Cryomancer 227 Norse Culture 167
Tunnel Runner 227 Campaign Hooks 196
Spells 229 Against the Giants 196
G Summon Nature’s Ally 229 Against the Gods 196
Using This Setting in Your Campaign Exploration 196
Gnomes 37 225 Raid! 196
Subrace: Polevoi (Slavic) 37 Weapons & Armor 228 Herbs 189
Subrace: Maahiset (Nordic) 37 Ice Age Magic & Psionic Items 164 Aaron’s Rod 190
Subrace: Swaxtiutid (Eskimo) 37 Melee Weapon Special Ability: Vril Adder’s-Tongue 190
Subrace: Toltec (Ice Age) 38 Force 164 Amaranthus 190
Orichalcum 164 Barberry 190
Vril Ship 164 Birthwort 190
H Inuit Words for Snow 22 Black Hellebore 190
Half-Elves 38 Blackthorn 190
Subrace: Half-Rmoahali (Ice Age) 38 Bugle 190
Subrace: Half-Tornrait (Eskimo) 38 M Castor Oil 190
Halflings 38 Comfrey 191
Miscellaneous Items 51 Ergot 191
Subrace: Katshimetsheshuat Bedroll 51
(Eskimo) 39 Garlic 191
Blanket 51 Ginseng 191
Subrace: Little Fist (Slavic) 39 Blanket, Winter 51
Subrace: Nisse (Nordic) 39 Henbane 191
Firewood 51 Herb True-Love 191
Subrace: Prehistoric (Ice Age) Flint and Steel 51
Halflings 39 Holy Thistle 191
Shovel 51 Juniper Berry 191
Half-Orcs 40 Solarsteinn 51
Subrace: Half-Arulataq (Eskimo) 40 Marshmallow 192
Sun Visor 51 Mistletoe Conjuration 192
Subrace: Neanderthals (Ice Age) 40
Subrace: Trollborn (Nordic) 40 Oak 192
Humans 40 Ribwort 192
Culture: Aleut (Eskimo) 41
N Sphagnum Moss 192
Culture: Inuit (Eskimo) 41 Natural Disasters 28 St. John’s Wort 192
Inuit Glossary 42 Avalanche 28 Table 10.11 Herb Availability 189
Culture: Norsemen (Nordic) 41 Avalanche Size 29 Woundwort 192
Culture: Prehistoric (Ice Age) 42 Causes 28 Yarrow 192
Culture: Slavs (Slavic) 43 Rescue 30 Monsters 179
Culture: Tlingit (Eskimo) 43 Survival 30 Nordic Spells 179
The Avalanche Zone 29 Summon Nature’s Ally 179
Triggering an Avalanche 29 Pantheon 192
Aegir 192
I Icefall 31
Balder 192
Jökulhlaup 31
Ice Age 225 Lahar 31 Bragi 193
Campaign Hooks 231 Nordic Magic Items 156 Forseti 193
A New Clan 231 Helm of Awe 156 Frey 193
Cavemen vs. Atlantis 231 Magical Weapon Special Ability 156 Frigga 193
Clan Survival 231 Namekiller 156 Fulla 193
Monsters 229 Rockslicer 156 Gefjon 194
234
Table of Contents
Groa 194 Gyfu-Maug 184 Tunnel Runner 227
Heimdal 194 Hegal-Maat 184 Vedma 218
Hel 194 Hegal-Maug 184 Vorozhei 220
Hermond 194 Hjalprun 185 Znakhar 221
Hoder 194 Ing-Maat 185
Hoenir 194 Ing-Maug 185
Idun 194 Is-Maat 185 S
Iord 194 Is-Maug 185
Kvasir 194 Ken-Maat 185 Shelter 51
Loki 194 Ken-Maug 185 Barabara 52
Lothur 194 Lagu-Maat 185 Farmhouse 52
Magni 195 Lagu-Maug 186 Igloo 52
Mani 195 Man-Maat 186 Kagske 52
Mimir 195 Man-Maug 186 Longhouse 52
Nanna 195 Nithrun 186 Seder 52
Njord 195 Nyd-Maat 186 Thrall’s Hut 52
Ran 195 Nyd-Maug 186 Tupik 52
Rind 195 Odjurun 186 Skills 66
Sif 195 Olrun 186 Appraise 66
Sigyn 195 Os-Maat 187 Balance 66
Skadi 195 Os-Maug 187 Climb 66
Sol 195 Peord-Maat 187 Craft 66
Surt 195 Peord-Maug 187 Alchemy 66
Thor 196 Rad-Maat 187 Barkcraft 66
Tyr 196 Rad-Maug 187 Scrimshaw 66
Uller 196 Runsjukdom 187 Weaving 66
Vali 196 Sigil-Maat 187 Woodwork 66
Vidar 196 Sigil-Maug 188 Decipher Script 66
Vor 196 Skrikarun 188 Disable Device 66
Yggdrasil 196 Thorn-Maat Abjuration 188 Disguise 66
Prestige Classes 174 Thorn-Maug 188 Forgery 67
Artificer 174 Tiw-Maat 188 Handle Animal 67
Berserker 175 Tiw-Maug 188 Heal 67
Glimumann 175 Ur-Maat 189 Hide 67
Jomsviking 177 Ur-Maug 189 Jump 67
Leech 178 Varaktighet 189 Knowledge 67
Stavmester 176 Wyn-Maat 189 religion 67
Runecasting 180 Wyn-Maug 189 riddles 67
Behagarun 181 This Setting in Your Campaign 167 Listen 67
Beorc-Maat 181 Weapons and Armor 179 Move Silently 67
Beorc-Maug 181 Navigation 68
Bytarun 182 Open Lock 67
Perform 67
Daeg-Maat 182 P Ride 67
Daeg-Maug 182
Dovrun 182 Prestige Classes 49, 174, 199, 216, 226 Search 67
Eh-Maat 182 Angatkungaruk 199 Sleight of Hand 67
Eh-Maug 183 Arctic Nomad 226 Spot 68
Eoh-Maat 183 Artificer 174 Survival (Wilderness Lore) 68
Eoh-Maug 183 Berserker 175 Swim 68
Eolh-Maat 183 Bogatyr 216 Tumble 69
Eolh-Maug 183 Cryomancer 227 Use Rope 69
Ethel-Maat 183 Glimumann 175 Slavic Culture 207
Ethel-Maug 183 Haldawit 200 Campaign Hooks 224
Feoh-Maat 183 Ibrukok 199 Infernal 224
Feoh-Maug 184 Jomsviking 177 Slavic Campaign 224
Ger-Maat 184 Leech 178 Tyrants 224
Ger-Maug 184 Skomorokh 217 War 224
Gyfu-Maat 184 Stavmester 176 Classes 211
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Frost and Fur
Cossack 211 Mental Clouding 162 Conjuration 78
Koldun 212 Woodlands 162 Evocation 78
Volkhov 214 Hydra Slumber 162 Illusion 78
Monsters 222 Kettle of Boiling 162 Necromancy 78
Pantheon 223 Magic Mirror 162 Transmutation 78
Dahzdbog 223 Magic Shirt 162 Spells, New 80
Khors 223 Millstone of Plenty 162 Akeutit 80
Mokosh 223 Mortar of Levitation 162 Alfar Tune 80
Perun 223 Pennies of Wishing 162 Anakua 80
Simargl 224 Pin of Sleep 162 Animal Resurrection 81
Stribog 224 Potion 162 Animate Ice 81
Races 208 Death 162 Animate Snow 81
Blessed 209 Life 163 Avalanche 81
Bogatyri 208 Strength 163 Avgo Regeneration 81
Triglaz 210 Transformation 163 Bladder Dance 82
This Setting in Your Campaign 207 Weakness 163 Blunting Glance 82
Weapons & Armor 221 Purse of Plenty 163 Boiling Transformation 82
Slavic Magic Items 159 Ring of Twelve Screws 163 Brain-Eating Ritual 82
Apple 159 Sack of Kindness 163 Call Aurora (Arsarnerit) 83
Beauty 159 Sack of Punishing 163 Catch Soul 83
Horns 159 Seeds of Tree Growth 163 Cave Painting 83
Sleep 159 Self-Playing Gusli 163 Commune 83
Youth 159 Self-Stitching Embroidery Frame 163 Animals 83
Axe 159 Sheepskin of Devil Protection 163 Birds 84
Golden 159 Snuff of Strength 163 Fish 84
Shipmaking 159 Spindle of Gold 163 Continuous Fire Ritual 84
Ball of Direction 159 Tablecloth of Food 164 Control Snow 84
Barrel of Finding 159 Towel of the Sea 164 Corpse Candle 84
Bogatyr Ashes 159 Wafer of Sustenance 164 Create Banishche 85
Bowl of Blood 159 Whip of Spurring 164 Create Snow 85
Box of Glorious Gardens 159 Whirlwind Slayer Sword 164 Crevasse 85
Bridge Kerchief 160 Whistle of Dancing 164 Detect Thief 85
Broom of Tracklessness 160 Whistle of Djinni Calling 164 Discern Tree 86
Brush of Forests 160 Slavic Spells 222 Elik 86
Cabbage of Growth 160 Summon Nature’s Ally 222 Eyes of the Ice 86
Cap of Invisibility 160 Snowballs 21 Faerie Ice 86
Carpet of Transformation 160 Spell Effects, Altered 79 Finger Sacrifice 87
Carriage of Transportation 160 Chill Metal 79 Flesh to Ice 87
Castle Casket 160 Cone of Cold 79 Footprint Curse 87
Cauldron of Beauty 160 Control Weather 79 Freezing Blade 87
Chisel of Direction 160 Create Food and Water 79 Freezing Hands 87
Claws of Climbing 160 Create Water 79 Gold to Corpse 88
Clubs of Beating 161 Creeping Doom 79 Hibernate 88
Coffer of Cows 161 Endure Elements 79 Hiccup 88
Comb of the Mountain 161 Grease 79 Huapsi 88
Death Tooth 161 Ice Storm 79 Ice 88
Deathwatch Penknife 161 Insect Plague 79 Ice Bolt 89
Deathwatch Ring 161 O’s Freezing Sphere 79 Ice Shape 89
Deathwatch Tableware 161 Protection from Energy 79 Ice Walk 89
Dolls of Delving 161 Ray of Frost 79 Iceballs 89
Ever-Roasting Goose 161 Resist Energy 79 Icicles 89
Feather of Conjuration 161 Sleet Storm 79 Igloo 90
Feather Staff 161 Summon Swarm 79 Ignite Fire 90
Firebird Feather 161 Transmute Rock to Mud 80 Ilisiniq 90
Goatskin Armor 161 Wall of Ice 80 Iordanka 90
Herbs of Sleep 162 Water Walk 80 Krilaq 90
Horn 162 Spells, Modified 78 Ksewawq 91
Armies 162 Abjuration 78 Magic Snowball 91
236
Table of Contents
Mara Ride 91 Werelion 147 Dagger 57
Maturity Rite 92 Wereraven 147 Kinzhal 57
Meld Into Ice 92 Wereswan 147 Nosh 57
Mild Frostbite 92 Vampire: Cold Stranger 152 Dart, Bone 57
Mild Hypothermia 92 Wastlings 152 Firearm 58
Moderate Frostbite 92 Wight, Glacier 153 Pishchal 58
Moderate Hypothermia 93 Wishbeast 154 Ruchnitsa 58
Move Snow 93 Terrain Features 27 Flail, Kisten 58
Nerazmennyi Rubl 93 Crevasse 27 Harpoon 58
Pass Unfettered 93 Glacier 27 Javelin 58
Paxala 94 Ice 27 Hardened 58
Petrification Geas 94 Icebergs 27 Sulista 59
Prigovory 94 Insect Cloud 28 Wooden 59
Protection from Witchcraft 94 Moulin 28 Knife 59
Razvodit 94 Serac 28 Double-Scramasax 59
Reflect Enchantment 95 Snow Swamp (Faerie Ice) 28 Rock 59
Remove Hypothermia 95 Trade Commodities 50 Scramasax 59
Repel Ice or Snow 95 Eskimo Trade 50 Leister 59
Sbatatdaq 95 Ice Age Trade 51 Mace 59
Seithnhverfing 96 Nordic Trade 51 Bulava 59
Severe Frostbite 96 Slavic Trade 51 Palista 59
Severe Hypothermia 96 Transportation 52 Shestoper 59
Shade Disposal, Greater 96 Baidarka 52 Stone 59
Shade Disposal, Lesser 96 Dreki 52 Net, Grass 59
Shaking Tent Ceremony 97 Faering 53 Nu gag 59
Snow Blindness 97 Karfi 53 Pick 60
Snow Walk 98 Kayak 53 Chekan 60
Snowball 97 Komatik 53 Klevets 60
Snowmen 97 Scuta (Norse) 53 Polearm 60
Snowstorm 98 Sexaering 54 Berdysh 60
Spellcasters, New 80 Skates 54 Sovna 60
Steklo 98 Skis 54 Rock, Throwing 60
Suck Poison, Greater 98 Umiak 54 Spear 60
Suck Poison, Lesser 99 Utapanashk 54 Hardened 60
Sulia 99 War Canoe 54 Heptisax 60
Sundog 99 Krokaspjót 60
Swan Swarm 99 Rogatina 60
Syowae 99 W Stone Head 60
Thunder Arrow 100 Thrusting 60
Tlogwe 100 Weapons 54 Wooden 60
Transmute Metal to Ice 100 Adze, Stone 54 Spike, Bone 60
Trap Spirit 100 Arrows 54 Stick 60
Vikor 101 Axe 54 Long 60
Wall of Permafrost 101 Hand 54 Short 60
War Fetter 101 Refthi 54 Sword 60
Whiteout 101 Sekir 54 Konchar 60
Windsong 102 Skeggox 54 Langsax 60
Winter Depression 102 Stone 54 Long 61
Topor 55 Myech 61
Bola 55 Sabel 61
Bow 55
T Cordage 55
Shashka 61
Shpaga 61
Template Creatures 146 Horned 56 Tusk 61
Lycanthropes 146 Hunting 57 Long 61
Weredove 147 Medium 57 Short 61
Wereeagle 147 Club 57 Whip 61
Werefalcon 147 Bone 57 Knout 61
Werefrog 147 Crossbow, Samostrel 57 Nagyka 61
237
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tribute, copy, edit, format, modify, translate and otherwise create Derivative Mater- System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.;
ial of Open Game Content. (h) “You” or “Your” means the licensee in terms of this Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based
agreement. on original material by E. Gary Gygax and Dave Arneson.
2. The License: This License applies to any Open Game Content that contains Requires the use of the Dungeons & Dragons® Player’s Handbook, published
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tent that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be Winter’s Waste Copyright 2002, Paul Stefko.
applied to any Open Game Content distributed using this License. Vlad the Imapler: Blood Prince of Wallachia Copyright 2002, Avalanche Press,
Ltd.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
Doom of Odin: Tales of the Norse Gods Copyright 2002, Avalanche Press, Ltd.
acceptance of the terms of this License.
Ragnarok! Tales of the Norse Gods Copyright 2001, Avalanche Press, Ltd.
Twilight of Atlantis Copyright 2001, Avalanche Press, Ltd.
Frost & Fur Copyright 2004, MonkeyGod Enterprises
Frost & Fur Errata
Last updated 8/15/2004
The arsarnerit can be dispelled or summoned with a control wind or control weather spell (but it requires the caster to bark
like a dog).
The Rmoahali race should have a level adjustment of +1 due to their Large size.
Page 156: Shirt of Invulnerability description does not include game effects.
These +1 silk shirts are enchanted to provide protection from everything a warrior might fear on campaign, including cold
resistance, fire resistance, exhaustion, and hunger. The shirt warms or cools the wearer, as if he were affected by a resist
energy spell against fire and cold damage. The wearer does not need food or water while the shirt is worn and can not
become exhausted, only fatigued.
Odin does not have godi dedicated to him. The vitki (p. 167) fill the role of Odin's priests. If you want to use Odin for godi,
you can use the following stats:
Odin
Alignment: Lawful Neutral
Rank: Greater Deity
Domain: Animal, Knowledge, Trickery, War
Weapon: Spear
Odin is the leader of the Norse pantheon. It is he who fasted upside-down on the world tree Yggdrasil for nine nights with
a spear in his side. It is he who discovered the secret of the runes. The All-Father, Odin knows all and sees all…but he
only imparts such knowledge at a terrible price. He is known for wandering about in disguise to test mortals, a trait that
ensures the Norse always welcome guests to their home.
Page 238: The Open Gaming License is missing references to spells, full-progression
classes, and environmental rules.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Frost &
Fur are designated as Open Game Content: all creatures, skills, spells, feats, prestige classes, full-progression classes,
environmental rules; all weapons; all armor; anything else contained herein which is already Open Game Content by
virtue of appearing in the System Reference Document or some other OGC source; and all text contained herein that is
already public domain.
General
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