Text of 1 Table of contents - grimburgoth.nl · 1 Table of contents 1 TABLE OF CONTENTS..... 1
1 Table of contents 1 TABLE OF CONTENTS................................................................................................................................................................ 1 2 PEOPLE OF JURAN...................................................................................................................................................................... 2
2.13 STAT TABLES........................................................................................................................................................................... 14 3 CHARACTER RULINGS............................................................................................................................................................ 16 4 ROLEMASTER HOUSE RULINGS .......................................................................................................................................... 16
5 COMPANY BACKGROUND...................................................................................................................................................... 22 5.1 KNOWLEDGE OF THE UNTRU ................................................................................................................................................... 22
5.1.1 From Juran.pdf ............................................................................................................................................................... 22 5.1.2 Information about the Untru ........................................................................................................................................... 22 5.1.3 Luminos Vadicus ............................................................................................................................................................. 22
2 People of Juran This section describes all the different races that can be found on Juran. The Temprons are added just for comparison.
2.1 Men There are 4 different species of men on Juran. 30.000 years ago there was only 1 species of men. It began with the Kohiran, the first line of men; they are a powerful race that equals the elves in power. After the Elven and Demon wars, the Kohiran line became weaker and differentiation occurred between lines of Men that lived far apart. From these differentiations came the 4 blood lines we know today. The 4 blood lines are organized in a hierarchy: Kohiran (5% of total men population) Tretai (7.5% of total men population) Mothai (7.5% of total men population) Bravulia (80% of total men population) Where the Kohiran are the strongest line and the Bravulia are the weakest. However during interbreeding the weakest line is always stronger than the strongest line; when a Kohiran and a Mothai have a child, the child will always follow the Mothai blood line.
2.1.1 Kohiran The Kohiran are still around today, they are the strongest line of Men. They are natural leaders; all mannish countries have Kohiran origins. Their strong physical physique has helped tremendously during the first eras; building up their empires, it has enabled them to go further and to survive in harsher conditions than the other races. Now they survive in smaller conclaves around the world, some of them are still the rulers of countries ensuring that their line will not die out. The Kohiran have achieved quite a lot in Juran history and they are proud of it, they have built the biggest and most majestic buildings, they have conquered the most land, they have the biggest empires and they have reigned over these empires the longest of all races. Still much of their former prowess is lost, as the Bravulia men multiply ten times as fast, the Kohiran power slowly loses out to the sheer numbers of the normal men. The Kohiran follow all kinds of professions, their focus lies on the urban environment. Demeanor: The Kohiran know they are the most powerful of the mannish races, but they also fear for their possible extinction and they take ultimate measures and precautions for everything concerning their offspring. Although mixed marriage is not openly disputed, most Kohiran families want their children only to marry other Kohiran. The Kohiran still show the most ambition of all races, they are always trying to better themselves. Appearance: The Kohiran are tall and have a muscular physique. Males average about 6’7” in height, females 5”11. They have fair or lightly tanned skin. Lifespan: The average lifespan of a healthy Kohiran is about 375 years. The elderly diseases arise in a very late stadium of their lives allowing them to pursue their lifestyle until 5 to 10 years before their deaths. Recovery Multiplier: 0.5 Culture: The Kohiran have a very developed culture, this is reflected in the High culture. Almost all Kohirans follow the High culture. Endurance: Tremendous. +40 Exhaustion points. Special Abilities:
Grand Presence: Over the years the Kohiran have developed a powerful presence that is respected by others. +15 to all influence maneuvers. Greater Focus: If a Kohiran wants to achieve something he can focus his mind, and this determination often makes a difference. Once each day a Kohiran can get a +20 to any maneuver or attack. This must be announced before the attempt is made. Strength of Form: The Kohiran have a very strong build. All concussion damage they deal is multiplied by 1.5. Any critical they receive is lowered by one level (not for spell fumbles) Special Skills: Everyman: Engineering, Leadership, Military Organization, Looking good (Artistic Active), Any one craft skill, Restricted: None
2.1.2 Tretai The Tretai are the second strongest line of Men. They share many of the same characteristics with the Kohiran but in a lesser and different form. The Tretai have their origins from a Kohiran group who went to the mountains thousands of years ago, some say the Tretai might even have some demonic or similar blood in them, as the most distinct ability of the Tretai is their ability to see in the dark without any source of light. They share a similar pride as the Kohiran, as the Tretai have built magnificent mountain cities. The relationship between the Kohiran and the Tretai is an unstable one as Kohiran and Tretai families always seem to contest each other trying to prove that their lineage is the strongest. Demeanor: For as long as they can remember the Tretai have lived in the shadow of the Kohiran. They follow the same beliefs and concerns of the Kohiran but to a lesser extent. Appearance: The have a slightly stronger build than normal men, males average about 6’1” in height, females 5’6”. They have a tanned skin. Lifespan: The average lifespan of a healthy Tretai is about 225 years. They follow the same lines for diseases as normal men, but are still quite capable of doing physically challenging things on an elderly age. Recovery Multiplier: 0.75 Culture: The Tretai have a long history and a developed culture, this is reflected in the High culture, almost all Tretai follow this culture. Endurance: Great. +15 Exhaustion points. Special Abilities: Dark Vision: The Tretai can see 50’ in total darkness. This also acts as 100’nightvision. Weapon Familiarity: The Tretai are master of all weapons. They lower the fumble range of any weapon with 1 (to a minimum of 01-02). Silent Step: The Tretai have amazing feeling with silent walking, this gives them +25 to all stalking maneuvers. Specials Skills: Everyman: Quickdraw, Dancing, Athletic Games, Whining (Artistic Active) Restricted: None
2.1.3 Mothai The Mothai are also called the Wild Men, as they have their origins and still live; in the wild. Like the Tretai, the Mothai share some of the characteristics with the Kohiran, but all in weaker form, still their natural physique almost matches that of the Kohiran. The Mothai are specialists of the wild, they are greatly attuned to everything in nature, and their knowledge about nature is unrivaled.
Demeanor: The Mothai do not suffer from the shadows of the Kohiran as the Tretai experience them, as the Mothai have developed themselves on their own. They often live a secluded life in the forests and jungles far away from the big cities. Their relationship with the Kohiran is a healthy one. Appearance: They resemble Kohirans when in their build and stature, but the Mothai have more pronounced muscles and look more mannish in their appearance. Males average about 6’5” in height, females 5’8”. They have fair skin. Lifespan: The average lifespan of a healthy Mothai is about 180 years. The Mothai have great resistance against natural diseases and poisons; almost all Mothai live to become very old. Their main causes of death are not diseases but heart or organ failures. Recovery Multiplier: 0.375 (Including Talent) Culture: Most Mothai follow the jungle, woodlands or rural culture. Endurance: Tremendous. +30 Exhaustion Points. Special Abilities:
Speak with animals (not monsters): The Mothai can speak with any animal it encounters; this also gives them +20 to all maneuvers involving animals. Outdoorsmen: The Mothai are natural outdoorsmen. They have a bonus of +15 to all outdoor skills. Minor Regeneration: The Mothai have the ability to regenerate all but fatal wounds. Their body automatically regenerates 1 concussion hit each minute. Their recovery rate for non-fatal injuries is halved. Special Skills: Everyman: Climbing, Foraging, Hunting, Tracking, Mimicry, Being Wild (Outdoor Environmental) Restricted: All urban skills
2.1.4 Bravulia When summed up they are called Bravulia, but in the common tongue they are just called men. They are considered by many to be the weakest of all races, possessing no special abilities and having no distinct advantages. Their origins lay in the many crossbreeding between various mannish tribes, constantly weakening the bloodline until there was a turning point, where the Bravulia bloodline became dominant. Their blood line is the weakest mannish race, but in crossbreeding always the dominant one. Demeanor: The Bravulia have had harsh times in the past, trying to overcome all their shortcomings and weaknesses. They don’t have a long history or anything that ties them together. Most Bravulia don’t care about other Bravulia. This makes them somewhat bland to events that influence other races, they also try not to interfere with wars of others and have no interest in problems of other races. Being the most numerous of all races, the Bravulia are the standard to which all other races are compared. Appearance: They are human; they have a normal build and stature. Males average 5’11” in height, females 5’2”. Their skin color ranges from fair/white to dark brown/black. They have the most diverse appearances of all mannish blood lines. Lifespan: The average lifespan of a healthy Bravulia is about 80 years. At an older age, the Bravulia often get elderly diseases, which makes them incapable of living their last years to the fullest. Culture: A Bravulia may have any culture. Recovery Multiplier: 1.0 Endurance: Normal
Special Abilities: Skill Specialization: With minds capable of unwavering focus, Bravulia may select one skill during character generation to receive a +10 bonus. Special Skills: Everyman: Being lousy (Artistic Active) Restricted: None
2.2 Elves The Elves are more mystical in nature than Men, while lacking in the physical department. All Elvish races share some characteristics that separate them from Men, they al have large pointy ears and a slim posture and build. Unlike the mannish races the 3 different Elvish races have always existed alongside each other. Interbreeding between the Elvish races is possible, a child has a 50% chance of becoming either race. Breeding with other races is not possible.
2.2.1 Majar The Majar are mostly found in the jungles of Juran, they are sometimes called Jungle Elves. The Majar are the most magically attuned of all elves, most of their focus and life is dedicated to magic. They are a kind and helpful people. They use their magic to aid and help the peoples around them. They are good friends with the Kohiran as they share many of the same interests. Demeanor: The Majar are the most successful of the Elvish races. Their empires are large and majestic; they have a lot to be proud of. Their kindness has always helped the Majar and a Majar is always happy company. Appearance: They look a lot like men, but have a slightly slimmer build and they have a beautiful appearance. Males average 6’1” in height, females 6’0”. They have a lightly tanned skin. Lifespan: Like all Elvish races the Majar are immortal and they will only die due to violence or when they loose the will to live. Recovery Multiplier: 3 Culture: Most Majar have either, high, woodland or jungle culture. Endurance: Normal Special Abilities: Magical Aptitude: All Majar have the ability to focus their minds on spell casting. +10 to all spell casting static maneuvers. Nightvision: Majar can clearly see up to 100' easily on a starlit night. By the light of a full moon they can see up to 500' as if in broad daylight. In total darkness they are as blind as the majority of the other races. Enhanced Senses: With acute senses honed to perfection, all Majar gain a special bonus of +10 to awareness skills. Quiet Stride: Majar are naturally light on their feet, and are awarded a bonus of +25 to Stalking maneuvers. Special Skills: Everyman: Play instrument, Music, Blowing away with the wind (Athletic Gymnastic), Survival Jungle, Attunement Restricted: None
2.2.2 Sutar The Sutar come from the deserts and brown lands of Juran, they have a tanned skin and are the strongest and most physically impressive of all Elvish races. They share the mystical nature of their Majaran brothers, but they have little interest in their magical background. Demeanor: The Sutar regard family and honor above all else. They also prefer steel above magic and like show their prowess in combat. Appearance: They look a lot like men, but have a slightly slimmer build and they have a beautiful appearance, however their physique is quite developed. Males average 6’0” in height, females 5’10”. They have a brown or black skin. Lifespan: Like all Elvish races the Sutar are immortal and they will only die due to violence of when they loose the will to live.
Culture: Most Sutar have either, high, rural or desert culture. Recovery Multiplier: 1.5 Endurance: Normal Special Abilities: Inner Focus: The Sutar are quick to act and quick to react this gives them a +5 initiative bonus. Nightvision: Sutar can clearly see up to 100' easily on a starlit night. By the light of a full moon they can see up to 500' as if in broad daylight. In total darkness they are as blind as the majority of the other races. Enhanced Senses: With acute senses honed to perfection, all Sutar gain a special bonus of +10 to awareness skills. Quiet Stride: Sutar are naturally light on their feet, and are awarded a bonus of +25 to Stalking maneuvers. Special Skills: Everyman: Play Instrument, Music, Riding, Bullying (Special Attacks) Restricted: None
2.2.3 Trivani The Trivani are the most numerous of the Elves. They don’t have a known central point of origin and can be found anywhere. The Trivani are less mystical in nature then they other Elvish races and are more akin to men. Demeanor: The Trivani aren’t bothered by the fact that they don’t share the magical nature of their brother races. But they are like the Bravulia and don’t care that much about others. Appearance: They look a lot like men, but have a slimmer build and a more beautiful appearance. Males average 5’6” in height, females 5’5”. Their skin color ranges from fair/white to dark brown/black. Lifespan: Like all Elvish races the Trivani are immortal and they will only die due to violence of when they loose the will to live. Recovery Multiplier: 2
Culture: A Trivani can have any culture. Endurance: Normal Special Abilities: Nightvision: Trivani can clearly see up to 100' easily on a starlit night. By the light of a full moon they can see up to 500' as if in broad daylight. In total darkness they are as blind as the majority of the other races Enhanced Senses: With acute senses honed to perfection, all Trivani gain a special bonus of +10 to awareness skills. Quiet Stride: Trvani are naturally light on their feet, and are awarded a bonus of +25 to Stalking maneuvers. Special Skills: Everyman: Play Instrument, Music, Being Sad (Artistic Passive) Restricted: None
2.3 Mountain Men (Dwarfs) From the mountains come, the Dwarfs. They prefer the name Mountain Men as Dwarfs sounds discriminating to them. The mountain men have a long history in the mountains only in recent times have they began to come down to the “real” world. They are a physically very resilient folk, which helps them with their preferred lifestyle. Demeanor: The Mountain Men are a happy people, they like to laugh drink beer and have fun. But they also take their jobs and responsibilities seriously. One can always count on a Mountain Men. Appearance: They are shorter and stockier than normal men, males average 4’9” in height, females 4’5”. The have a fair to grey skin. Lifespan: The average lifespan of a healthy Mountain Men is about 230 years.
They follow the same lines for diseases as normal men, but are still quite capable of doing physically challenging things on an elderly age. Recovery Multiplier: 0.5 Culture: The Mountain Men often follow the Mountain culture. A Mountain Men may have either, mountain, urban, or rural culture. Endurance: Great +25 Exhaustion points. Special Abilities: Dark Vision: The Mountain men can see 10’in total darkness. Material Familiarity: A Mountain Men can determine the type of material of any object that he is holding in his hands by making a +20 attunement maneuver. Dense Musculature: With a sturdy bone structure and musculature, all Mountain Men receive a +5 bonus to both their OB and DB. Special Skills: Everyman: Stone Crafts, Leather Crafts, Metal Crafts, Survival Mountain, Caving, Drinking beer (Technical Trade Professional) Restricted: Swimming
2.4 Moganan The Moganan are a combination of humans and demons. They can be stable at times but their demonic heritage gives them a very short fuse. They are war faring folk, even amongst themselves there are frequent wars betweens different tribes. Their exact origins are unknown; they seem to be a combination of human and some sort of demon, probably a demon from Morzega. Demeanor: The Moganan are a hostile race, they prefer fighting above talking. They don’t like other races except for the Trolls who are easily influenced by them. Appearance: They look like normal men, but they have distinct demonic features about them; large muscles, protruding teeth and horns on their head, although these features vary from individual to individual. Males average 5’8” in height, females 5’5”. They have black, red or brown skin. Lifespan: The average lifespan of a healthy Moganan is about 120 years, but most of them never get that old as they often die during fights. Recovery Multiplier: 0.5 Culture: The Moganan can often be found in mountains and caves and thus most of them have the mountain culture. Endurance: Great. +25 Exhaustion points. Special Abilities: Dark Vision: The Moganan can see 10’in total darkness. Demonic Focus: One time each day the Moganan can tap into their demonic heritage, this gives them +10 ob, +10db, +10 intiative, +20 hits for 1d10 minutes. Demonic Breath: The Moganan possess an extremely fault breath. They can spit vile saliva once every 2 minuets up to 6 times each day up to 10 feet. This saliva burns and irritates the skin and acts as a poison equal to the level of the character: CRR(120) No Effect CRR(100) 2d10 on EPCT CRR(80) 2d10+10 on EPCT CRR(60) 2d10+20 on EPCT Failure 2d10+40 on EPCT Special Skills: Everyman: All skills within one of the following categories: Weapon 2Handed or Weapon Pole Arm, Facials (Weapon Thrown) Restricted: None
2.5 Zeras The Zeras originally come from the western jungles; they have a furred skin, large ears but the build of a human. Their origins are unknown; they say that they have always lived in the western jungles and they only began recording history when the first Kohiran settlers arrived. Demeanor: The Zeras are a kind people; they will always try to help and their service for others is legendary. This kindness is also their greatest flaw, as they look upon all creatures with this kindness, they will never kill a creature and when dealing with Moganan and Demons this often leads to trouble. Appearance: They have the build of normal men, but they have furred skin and very large pointy ears. Males average 5’11” in height, females 5’1”. Their skin color varies from light brown/orange to dark brownish. Lifespan: The average lifespan of a healthy Zeras is about 100 years. Recovery Multiplier: 0.75 Culture: Most Zeras have either, jungle, woodlands or rural culture. Endurance: Normal Special Abilities: Additional herbivoric digestive system: the Zeras can follow a normal diet like Humans and Elves but they can also eat any form of non poisonous vegetation. Medical Intuition: The Zeras have a 6th sense when it comes to healing. +10 to all healing and medical skills (Not spells) Nightvision: Zeras can clearly see up to 100' easily on a starlit night. By the light of a full moon they can see up to 500' as if in broad daylight. In total darkness they are as blind as the majority of the other races. Special Skills: Everyman: Foraging, First aid, Second Aid, Growing Pineapples (Outdoor Environmental) Restricted: None
2.6 Chandraskar Large, tall and dark are the Chandraskar, they are a desert and mountain people. The Chandraskar have lived in isolation for thousands of years. The Chandraskar have a rich history, which was devastated by invasions from demons. Demeanor: The Chandraskar have much interest in the world, due to their long history they have a developed culture. Their outlook is not as friendly as the Chandraskar really are. Appearance: They are a tall and strong race; their heads are a bit larger (longer) than those of normal men. Males average 6’6” in height, females 6’4”. They have dark brown or black skin. Lifespan: The average lifespan of a healthy Chandraskar is about 80 years. Recovery Mutiplier: 1 Culture: Most Chandraskar have either, mountain or desert culture. Endurance: Above average. +5 Exhaustion points. Special Abilities: Superior Direction Sense: A Chandraskar can always determine the direction and distance to its birth place and with a little skill can use this to find its way home when he of she is lost, this gives +30 to direction sense. Hard Head: The Chandraskar have very hard skulls, they have a 75% chance to ignore head criticals. Danger Sense: The Chandraskar have a 6th sense when it comes to danger, they are never surprised in combat and have a +10 bonus to all maneuvers to avoid damage that is triggered by surprise (Like traps, etc). Special Skills: Everyman: Direction Sense, Mapping, Cartography, Head butting (Special Attacks) Restricted: None
2.7 Trolls The Trolls originally lived everywhere, many of them where exterminated during the last wars. Very few of them remain. There are a few different varieties but all of them are big, strong and stupid. They often coexist with the Moganan and some of them are kept as slaves by the other races. The Trolls are the biggest and strongest of all races. Demeanor: Trolls can be quite hazardous; for themselves and for their surroundings. They don’t like other races but can be found living alongside Moganan. Appearance: They are large and have a robust and strong frame. Males average 13’9” in height, females 12’8”. They have pale to white skin. Lifespan: The average lifespan of healthy Troll is about 200 years, but most of them never get that old as they often die during fights. Recovery Multiplier: 0.5 Culture: The Trolls almost always follow the mountain culture.
2.8 Minotaurs They where practically unheard of 5.000 years ago, but finally emerged during the war with Vordragoth, where they aided the elves and men in their battles. They favor mountains above anything else, where they build cities within the mountains itself. They are a harsh race; powerful and strong and they do not like other races much. But the Minotaurs do have respect and honor; they will not seek war with others when their land is rightfully claimed and they will always keep their side of the bargain. Demeanor: They are honorable and like a strict hierarchy, following orders and getting rewarded for carrying out orders is very important for Minotaurs. Appearance: They have a humanoid shaped body, but with bull’s head and bulls hooves as feet, they have a muscled body. Males average 7’5” in height, females 6’11”. They have a tough skin with brown, black, red or blue skin.
Lifespan: The average lifespan of a healthy Minotaur is about 140 years. They are resistant to diseases and are not susceptible to the same kind of diseases as Men and Elves. Recovery Multiplier: 0.75 Culture: Most Minotaurs have either, Mountain or rural culture. Endurance: Good. +10 Exhaustion points. Special Abilities: Blunt Specialization: Minotaurs focus their warfare on blunt or axe weapons, during character creation they can select any weapon within these categories and gain a +15 bonus on the weapon skill. (Not usable on weapon/martial art styles) Tough Hide (Minor): The Minotaurs have a tough hide that protects them as if they were wearing soft leather (AT3). Roar of Terror: Minotaurs have very loud voices and can produce a blow horn like sound, which frightens enemies and strengthens allies. All allies within 100’ of the Minotaur gain +5 ob and +5 db for 4d10 rounds. This can be used once each day. Special Skills:
2.9 Lizardmen The Lizard men come from the southern marshes; they follow a shamanistic life and are relatively primitive compared to men. They are smaller but stronger than men. They only have been recently discovered ant not much is known about them. They prefer to remain on their own and not interfere with other races. Demeanor: The Lizardmen are a strong and harsh folk. They like warring among themselves but not with other races. Success in the battlefield is a very strong motivator. Apperance: They look like giant lizards, they have a humanoid shaped body but with a lizards head, skin, claws etc. Males average 5’6” in height, females 5’4”. They have green skin. Lifespan: The average lifespan of a healthy Lizardmen is about 80 years, but most of them die much sooner due to their hostile lifestyle. Recovery Multiplier: 0.75 Culture: Most Lizardmen follow the rural culture. Endruance: Great. +25 Exhaustion points. Special Abilities: Spear Men: Lizardmen like spears and pole arms, they have +20 ob to all pole arm attacks. Strong Lungs: Lizardmen have strong lungs they can hold their breath for long periods of time (2 min per co bonus.) Aquatic Lifestyle: The Lizardmen love to be in the water, this gives them +20 to all swimming maneuvers. Tough Hide (Major): The Lizardmen have a tough hide that protects them as if they were wearing strong rigid leather (AT11). Special Skills: Everyman: Hunting, Foraging, Fishing, Brawling, Stinking (Technical Trade General) Restricted: None
2.10 Temprons The Temprons have divine origins. They where brought here thousands of years ago by the gods to care for the world. The Temprons possessed many abilities which we consider magical or special. The Temprons are now extinct. Demeanor: When not under the guidance of the gods the Temprons are a very focused and to the point. They will always try to better themselves and take down any who oppose. Apperance: The Temprons look like normal humans and have a beautiful appearance; they are about 50% larger than a normal Kohiran. Males average 11’4” in height, females 10’2”. They have fair skin. Lifespan: The Temprons where immortal and would only die due to violence. Recovery Multiplier: 0.1 Endurance: Unbelievable +250 Exhaustion Points Special Abilities: Magical Molding: A Tempron can alter the shape and density of any material with just his hands. The Temprons did not use any small tools. Extremely Enhanced Senses: All the senses of a Tempron resemble the best senses in the animal kingdom. This gives a Tempron +50 to all awareness skills. Enhanced Vision: Temprons can see in absolute darkness just like being in broad daylight. Infravision: The Temprons could see about 1000’ in infravision. Magical Stability: A Tempron can automatically stabilize his spell casting, they never fumble their spells. Telepathy: A Tempron possessed a form of telepathy that enabled them to communicate over long distances.
Regeneration: A Temprons body could heal from wounds extremely quickly. They regenerate 5 hits each round. Special Skills: Everyman: All skills + Being Uber (Artistic Active) Restricted: None
2.11 Cultures There are many different cultures in Juran. Most cultures depend on the surrounding lands to develop into their own distinct culture, but some cultures are also race bound.
2.11.1 Woodland The peoples from the woodlands developed a culture that thrives on hunting and foraging in the many forests of Juran. They like their woodland surroundings and are very keen on keeping it in balance.
2.11.2 Jungle The jungle is a difficult place to survive, but over the years the people have managed to build up knowledge about jungle survival. The jungles provide many challenges and dangers and the people from the jungle are always prepared for trouble.
2.11.3 Rural Herders of sheep and goats roam along the plains of Juran. These are fairly safe territories and the people from the plains have had time to develop other skills next to their survival capabilities.
2.11.4 Desert One of the most dangerous places in Juran are the great deserts. They try to live from the desert, scavenging the few resources that the desert brings.
2.11.5 Mountain These people live high in the mountains, on mountain tops and in mountain valleys. They build large cities on mountain tops and support them with smaller cities from the mountain valleys.
2.11.6 Urban Life within the walls of a city is much different than that of any other location. Filled with an array of challenges and a vibrancy not found in other cultures, simply getting through each day and surviving the night can be an adventure in and of itself!
2.11.7 High Some of the peoples on Juran have been around for a long time. They follow the ancient ways that their forefathers laid out for them 30.000 years ago. Their culture is full of rules and dos and don’ts, but this rule set has proven to be a stable foundation to build flourishing empires.
2.12 Languages There are many languages in Juran, below are all still spoken tongues:
2.12.1 Kohiran (Tier III) The Kohiran language is very old, and has been the same for many thousands of years.
2.12.2 Liriani (Tier II) Liriani is the common tongue of the elves; all elves speak this language aside from their own native language.
2.12.3 Zerasa (Tier I) The language of the Zeras, it’s a very strange language of very low and slow tones.
2.12.4 Dundreron (Tier I) A language originally spoken only by desert people, the Chandraskar also speak this language.
2.12.5 Mirates (Tier I) The native language of the Minotaurs, it’s very hard to reproduce for other species.
2.12.6 Avita (Tier I) The language of the people of eastern Juran.
2.12.7 Gurandu (Tier I) A language mostly spoken in the Savage Lands.
2.12.8 Agara (Tier I) This language is commonly spoken by the Mountain Men.
2.12.9 Veliniea (Tier II) Mostly spoken by the people of Fylin
2.12.10 Trolls (Tier I) Spoken by trolls, it is a very basic language
2.12.11 Sp’u’Clik (Tier I) This is the native language of the Lizard Men, it is extremely hard for non lizard men to speak and learn.
2.12.12 Murug (Tier I) The language of the Moganan
2.12.13 Iveic (Tier I) This language is commonly spoken on The Isles continent.
2.12.14 Juranic (Tier I) A common tongue that is mostly understood and spoken al around Juran, there is no “fluent” version of the language and every area has its own dialect.
2.12.15 Tempronic (Tier IV) This language is not actively used any more; it’s more a novelty speech. Some specialized groups like to speak Tempronic to each other as not many people can understand the language. When spoken it has many similarities with Kohiran, but its written form is totally different and unlike any other language.
3 Character Rulings • Level 8 • All races, except Moganan, Trolls, Temprons • Character may have 1 vocational and 1 professional training package. TP’s that give access to evil, arcane or
banned spell lists are not available, spell list may be replaced by other spell lists to GM approval. • All characters start with 8/6 in the native language of their country of birth and 6/4 in Juranic. Characters may be
born in any country except Vareth, Verimeer, Xoreth, Isuwrath and the Utter World • Age of the character is somewhere between 25 and 35. • Maximum number of talent points spent is double the base talent bonus of the race. (e.g. 40 for a Kohiran, 110 for
a Lizardmen) • All professions, except: Seer, Astrologer, Essence Alchemist, Mentalism Alchemist, Channeling Alchemist,
Wizard, Chaotic, Mage hunter, Arcanist, Summoner, Monk (Not warrior monk, Zen monk, Taoist monk) • Characters alignment is Evil----*------Neutral----------Good. • Your character starts with one magical +5 weapon (Own age only!), one mundane armor and 4 gp of mundane
equipment. (A 10’pole, middle ages equipment) • There is no access to Fire arms equipment • There is no access to Tempron Technology • A good plausible background will give 4000xp.
o This background must mention your father and mother and possible brothers and sisters and their occupation and whereabouts, your family does not have any links up high into the government or any large organization.
o You have not been a member of any of the large (mentioned in Juran document) organizations before. o You want to join the Untru because you want to be part of the organization. Infiltration backgrounds are
4 Rolemaster House Rulings
4.1 General • Used books:
o Rolemaster FRP – Main Rulebook o Rolemaster FRP – Spell Law Channeling o Rolemaster FRP – Spell Law Essence o Rolemaster FRP – Spell Law Mentalism o Rolemaster FRP – School of Hard Knocks o Rolemaster FRP – Arms Law o Rolemaster FRP – The Armory o Rolemaster FRP – Character Law o Rolemaster FRP – Gamemaster Law o Rolemaster RMSS – Channeling Companion o Rolemaster RMSS – Essence Companion o Rolemaster RMSS – Mentalism Companion o Rolemaster RMSS – Arcane Companion o Rolemaster RMSS – Martial Arts Companion o Rolemaster RMSS – …And A 10-Foot Pole o Rolemaster RMSS – Castles and Ruins o Ironcrown – FantasyWeapons
• No Construct Companion and Fire and Ice. • Normal Base movement rules • Multipliers add up together, x2x2x3x4x2 = x2+1+2+3+1 = x8 • There is no dream world • There is no spirit world • No specialization or generalization of skills as described in School of hard knocks • Item bonuses are non cumulative. A +10 masterwork +10 black allow +10 magic bonus, +15 magic bonus from
warrior mage spell +10 magic bonus from mage staff spell weapon = +15 and not +55. Highest bonus counts. • Fate points from Channeling Companion are not used. • Divine Status from Channeling Companion is not used. • Divine Intervention from Channeling Companion is not used. • Mental Assault and Defence from Mentalism Companion is not used. • Use of special Fate Points rules:
o Each Character starts with 3 fate points. o A new fate point can be bought during level up for 10 DP’s o A character can have a maximum of 5 fate points. o For 1 fate point, the player may add a special modifier of +50 to any one skill or attack roll that he makes
for his character.
o For 2 fate points, the player may add a special modifier of +100 to any one skill or attack roll that he makes for his character.
o For 1 fate point, the player may add a special modifier of +50 to his defensive bonus for one round. o For 2 fate points, the player may add a special modifier of +100 to his defensive bonus for one round. o For 1 fate point, the player may have 25 subtracted from any one critical his character receives. o For 2 fate points, the player may have 50 subtracted from any one critical his character receives. o For 1 fate point, the player may add a special modifier of +25 to any critical roll that he makes for his
character, this can make the critical roll open ended. o Fate points may only be used in situations where success or failure will have an immediate and important
impact on the character such as during a confrontation of some sort; they may not be used for something as mundane as the crafting of an item or other non stressful situations.
4.2 Talents • Each Talent and flaw is selectable only once by the company, talents with multiple power levels count as one
talent. So only one character can have directed weapon master, either the minor or major variant. • Non Selectable Talents:
o Character Law: o Arcane Discovery (Minor) o Arcane Discovery (Major) o Precision o Martial Arts Training (Greater) o Racial Training (familiar) o Racial Training (expert) o Skilled (Minor) o Skilled (Major) o Skilled (Greater) o Acute Hearing o Acute Smell o Dense (Major) o Dense (Greater) o Dwarfism (Lesser) o Dwarfism (Minor) o Dwarfism (Major) o Extra Limbs (+1) o Extra Limbs (+2) o Extra Limbs (+3) o Flight o Giantism (Minor) o Giantism (Major) o Giantism (Greater) o Gliding o Natural Weapon o Poison Sack o Tough Skin (Minor, wolf) o Tough Skin (Major, tiger) o Tough Skin (Greater, insect) o Archetype o Archmage Abilities (Major) o Archmage Abilities (Greater) o Aura (Lesser) o Aura (Minor) o Aura (Major) o Aura (Greater) o Planar Travel (Greater) o Undectable o Dominance o Mental Control o Mental Scan o Amazing Leaping o Blessed by War God o Darkness o Duplication o Invisibility o Non-corporeal o Shapechanger o Special Familiar o Summon
o Teleportation o Tunneling o X-ray Vision o All status talents o All special items talents o Channeling Companion: o Champion o Chancellor o Good Graces o Invested Follower o Summoner Friend o Martial Arts Companion: o Natural Gift o Powerful Strikes o Mentalism Companion: o Dominant o Dream Free o Dream Walker o Great Concentration o Mind’s Eye o Piercing Eyes o Sweet Dreams o True Dreamer o
• Non selectable flaws: o Character Law: o Age o Crippled o Uncontrollable Strength o Bad Temper o Blood Guilt o Bloodlust o Civalrous o Code of Honor o Pacifist o Pyromaniac o Sadist o Truthful o Cursed Shape Shifter o Dark Pact o Dark Temptation o Lycantrophy o Necromantic Urge o Open Door o Part Animal o Wrath o Channeling Companion: o Bad Graces o Dark Attraction o Decimated Religion o Demonic Ties o Outcast o Religious Enemy o Set Fate o Martial Arts Companion: o The Challenged o Bloodlust o Demanding Master o Mentalism Companion: o Dream Escape o Excessive Concentration o False Dreamer o Uncontrolled Dreamer o Weak Concentration o Weak Dreams o
4.3 Skills • Weapon skills are categorized in the following fashion:
o Weapon 1-H Concussion Sticks and maces (Club, Mace, Cudgel, etc) Weapons with chains (Whip, Morning Star, etc)
o Weapon 1-H Edged Axes Blades
o Weapon 2-Handed Concussion Axes Blades
o Weapon Missile Bows Crossbows
o Weapon Pole Arm Pole Arms
o Weapon Thrown Concussion Axes Blades Others
o Weapon 1-H Firearms (Ag/Ag/St) 1-H Energy Weapons 1-H Projectile Weapons
o Weapon 2-H Firearms (Ag/Ag/St) 2-H Energy Weapons 2-H Projectile Weapons
• New skills: o Technical Trade General
Tinkering o Technical Trade Vocational
Pilot Sky ship Pilot Skimmer
• If a skill is restricted and then made everyman by a talent the skill becomes non restricted. • If a skill is everyman and then made everyman by a talent, profession or race the skill stays everyman. • If a skill is restricted and then made occupational by a talent the skill becomes everyman. • If a skill is restricted and then made everyman or occupational by a profession the skill becomes everyman of
occupational. • If a skill is restricted and then made everyman or occupational by a race the skill becomes everyman of
occupational. • Sleep trance and healing trance use the following formula: TotalTime = OriginalTime * 1(Total Roll/100) •
4.4 Magic • Recovery of PP at most once each day. • It is not possible to use Magic Ritual to cast spells above your level. • Spell casting penalties for overcastting are doubled. • It is not possible to overcast over 5 levels above your own level. • Magic Ritual takes at least one hour. • The Magic Ritual rules of Mentalism Companion and Channeling Companion are not used. • Arcane magic is not accessible for characters. • New spells cannot be researched. • No evil spell lists • You can channel a number of PP equal to your level extra into a spell to gain +1 bonus for each PP added. These
PP will count for the total cost when fumbling the spell. • Spell mastery is per spell lists (Usable for magic ritual also) • Spell mastery for Magic Ritual is per category (Not usable for normal spell casting) • The Spell mastery rules from School of hard Knocks is not used • Spell Mastery is part of the spell casting static maneuver. • No Catalist casting. Choice between Nomenist and Somatist. • Primal tongue rules as described in Mentalism Companion. • Duration of Warding spells is multiplied by 10. • Spells are learned from books, each spell list has its own book, which is a minimum of 200 pages. Books weigh 2
pounds each. To learn a spell one must study the book for a minimum time of (ranks to be developed x hours).
• New Spell Casting Fumble Table:
Fumble Effect 01-20 Loose the power points. Take a hit! 21-30 Loose the power points. 1d10 on Electricity Table 31-40 Loose twice the number of power points. 1d10 on Electricity Table 41-60 Loose twice the number of power points. 2d10 on Electricity Table 61-75 Loose three times the number of power points. 3d10 on Electricity Table 76-100 Loose three times the number of power points. 4d10 on Electricity Table 101-125 Loose four times the number of power points. 5d10 on Electricity Table 126-150 Loose four times the number of power points. 6d10 on Electricity Table 151-175 Loose five times the number of power points. 7d10 on Electricity Table 176-200 Loose five times the number of power points. 8d10 on Electricity Table 201-250 Loose six times the number of power points. 9d10 on Electricity Table 251-300 Loose six times the number of power points. 10d10 on Electricity Table + possible side effects from the
Rift 301+ Loose all power points. D100 + 20 on Electricity Table + possible side effects from the Rift Elemental D Critical Type Force C Critical Type Informational B Critical Type Other A Critical Type
• The following spells are not accessible for PC’s, blank spots in spell lists are not filled in. Spells are not listed more than once; the same spells from other books are also not available.
o Spell Law Essence: o Gate Mastery Spell list o Long door o Teleport o Leaving o Portal o Soul Destruction Spell list o Dark Contacts Spell list o Dark Summons Spell list o Entity Summons Spell list o Spell Law Channeling: o Returning o Animal Summons o Sanctuary o Holy Bridge o High Prayer o Summons Spell list o Banish Demon o Holy Martyr o Unholy Gate o Spell Law Mentalism: o Minds Door Spell list o Leaving o Item Long Door o Long door o Teleport o Demonic Possession o Essence Companion: o Spider Summons o Philosophers Elixir o Fey Conjury Spell list o Shadow Hop o Elemental Summons Spell list o Masters Gate o Familiars Gate o Recall Staff o Sign of Transport o Return Blade True o Channeling Companion: o Animal Summong Spell list o Planer Summons Spell list
o Summoning bond spell list o Summoning Circles Spell list o Summoning Mastery Spell list o Teleportals Spell list o Divine Will o Item Call o Invocation o Chants Spell list o Avatar o Divine Wrath o Insect Mastery Spell List o Sign o Serpent Gate o Summon Snake Spells from Serpent Law o Spirit Domination Spell list o Spirit Law Spell list o Spirit Walk o Treeport o Voodoo Magic Spell list o Mentalism Companion: o Far Vision Spell list o Future Visions Spell list o Mind Visions Spell list o Past Visions Spell list o Vision Borrowing Spell list o Vision Guard Spell list o Transport Barrier o Rapid Deployment o Dream Law Spell list o Insufficient data for an image spell list o Dream Travel Spell list o Houri’s Beguilement Spell list o Houri’s Kisses Spell list o Medical Law Spell list o Mind Shifting Spell list
• Difficulty for casting from the following lists is halved rounded up(A level 20 spell is treated as a level 10 spell, a level 9 spell as a level 5 spell) all ranks still have to be developed as normal and the spells still cost the normal number of PP:
o Body Renewal o Concussion Ways o Blood Law o Bone Law o Muscle Law o Nerve Law o Organ Law o Life Mastery o Holy Healing o Blood Ways o Bone Ways o Cleansing o Muscle Ways o Organ Ways o Surface Ways o Self Healing o Blood Mastery o Bone Mastery o Concussion Mastery o Muscle Mastery o Nerve and Organ Mastery o Battlefield Healing o
4.5 Combat • Normal Combat Rulings with the extra rules from Martial Arts Companion. • Shield spells do not work together with either 2-handed weapons or 2 weapons.
• No subdual with blade weapons • Extraordinary Success rules of Adrenal Evasion and Adrenal Deflecting are not used • Core Power level Martial Arts Companion • Core optional rule for Adrenal Skills is used • Core optional rule for Chi powers is used
5 Company background You have been friends for a couple of years, you even know some people of your friends family. You have been mercenaries for a few years, the pay was good but it was also dangerous and you have lost a few fellow mercenaries over the years. You have always acted as one group and your skills and abilities are tuned to each other. After some successful years as mercenaries in Whelo you wanted to look abroad for more exiting missions and adventures and you wanted to be challenged by something else than the standard merchant escort mission. It was exactly at this time that you where contacted by man called Luminos Vadicus. He made you an offer; complete 5 missions for him and be initiated into one of the most unique organizations of Juran (The Untru). You have accepted his offer.
5.1 Knowledge of the Untru
5.1.1 From Juran.pdf The Untru is an organization that has great power, but does not like to show it around. They are not bound by borders of countries and operate all over Juran, often running their own campaigns and agenda’s. The organization collect’s everything that can bring them more power and influence, like artifacts, ancient spell books, Tempron information. But they are also into smuggling, counterfeiting and assassination. It is an organization that is very hard to penetrate, countless countries have tried and failed.
5.1.2 Information about the Untru The following information is purely speculative and is gathered by drinking in filthy and dark taverns and listening to loud mouth bards who tell stories:
• The Untru is known mostly by rumor and legend. They have an unknown number of members. Their focus lies on asset acquirement and political influence; they use those to support their prime directive: control. They will use any means necessary to achieve their goals.
• The Untru uses specific rankings for everybody in the organization; most of these rankings are unknown. The lowest members are ranked “Aspirant”.
• There have been a few instances where Untru members have been caught or killed, most of these members where of the aspirant ranking, and thus failed in their initial mission.
• A well known Untru member is Lord Lartrusto, he was a land lord in Rymidy who was exposed by special forces of the Rymidy government. Lord Lartrusto’s rank was “Overseer” which is believed to be high up in the Untru organization. A few days after his capture Lord Lartrusto was murdered.
• You have encountered the Untru once before you met Luminos. A rival group of mercenaries was killed, some of the equipment that their merchant was transporting was stolen and the merchant himself was kidnapped. You where the first to arrive at the scene, but you where quickly followed by the city guard, who immediately began cleaning up the remains and escorted you away. It was rumored later that the captain of the guard was put under pressure by the Untru to put the whole affair under a lid, until today nobody knows what really happened.
• The Untru is a very wealthy organization, but one must earn the trust of the organization before their wealth becomes accessible.
• A member of the Untru was killed a few years ago when attempting to rob a temple of Juranism, he was found with all kinds of strange devices, the Merovingian’s quickly confiscated these devices as they are the prime enemy of the Untru.
• The Untru are sometimes linked to other organizations like smaller thieves guilds and even to some of the larger organizations like the Dorokahn and the Red Siphos.
5.1.3 Luminos Vadicus Luminos Vadicus has offered you a membership into the Untru. You have never seen or heard of him before but he has all the characteristics of an Untru member; he has dark clothing, he speaks with a silent and low tone voice, he has heavy weaponry, he is escorted by 4 equally dressed goons and he has a large black carriage with 4 impressive black horses in front of it.
You met with him for the second time on the morning of the 3rd of March 3449 in the Black Sea Inn in the city of Lambrak in the south of Whelo… Luminos sits behind a table in the far corner of the Inn; you walk up to the table and sit down beside him. Luminos: “Welcome my friends! Have a drink on me!” Luminos calls out to the waiter and orders beer for everyone and begins to speak: “I hope you had a pleasant travel to this place, it’s not my favorite tavern, but people here never ask questions. So, you want to become brothers of the Org. That’s very nice to hear; of course not just everyone can join, that would spoil all the fun. But your experience as mercenaries precedes you and I am willing to give you a chance. As I said in our first meeting, if you complete 5 missions for me you will become Initiates of the *whisper* The Untru *whisper*. Now for your first mission, it’s a simple one, so consider yourself lucky. I need you to acquire a book, it’s a journal actually from a mage called Latryte Malorys, he teaches at the school of Green Leaves, a magic school in the north east of Rymidy. This journal contains specific information that the Org needs. Retrieve his journal for me, don’t get exposed and don’t kill anyone. As I have faith in you, and this is really unique, I will give you some things to assist you in your mission (To be given in adventure 1). I also give you this staff.” Luminos pulls out a large 6’staff from under his cloak. (Huh?? Now where did that come from?!?!) It is a silver staff with a red gem on top; he gives it to one of the group and continues: “With this staff you can contact me after you have completed your mission. When one of you uses the staff, he will have a dream about temple bells, if you use the staff before midnight I will arrive at your location the following morning, if you use the staff after midnight it will not work. I know this all sounds very strange, but trust me it will work. The staff has 10 charges, don’t waste them, and more importantly don’t loose the staff! Well, that’s it! Good luck with your mission, I hope we see each other soon.” Luminous leaves the table and walks to the bar and says: “Don’t worry; I’ll take care of the drinks!” He pays the barkeeper and leaves the tavern. You are still a bit surprised about what just happened. You wanted to ask Luminous more than a thousand questions, but as Luminous said before, people in this tavern don’t ask questions and so neither did you.