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Published by johnmsteele, 2021-11-21 11:41:41

talislanta_menagerie

talislanta_menagerie

Keywords: Talislanta

Immunity (Ex): Tundra Beasts are immune to cold and SA: Improved grab, poison, web; SQ: Damage reduction
cold-based damage. 10/magic, darkvision 60 ft. vermin traits; SV: Fort +9, Ref +5,
Rend(Ex): A Tundra Beast that hits with a bite attack Will +4; Abilities: Str 19, Dex 17, Con 16, Int ―, Wis 12, Cha
attacks latches onto the opponent’s body and tears the flesh. 2; Skills: Jump +, Listen +5, Spot +5; Feats: Multiattack[B];
This attack automatically deals an extra 2d4+12 points of CR: 6; Advancement: 9-16 HD (Large); 17-24 HD (Huge)
damage. Improved Grab (Ex): To use this ability a vasp must hit with
Skills*: A Tundra Beast has a +4 racial bonus on Survival its claw attack. The vasp has a total grapple modifier of +7.
checks when tracking by scent. Poison (Ex): Injury, Fortitude DC 17, initial and secondary
damage 1d6 Constitution. The save DC is Constitution
TUNDRA LOPER based.
Web (Ex): A vasp may shoot a web as a ranged touch attack
Large Magical Beast that has a range increment of 10 ft. and can be shot up to five
HD: 6d10+30 (63 hp); Init: +2; Spd 50 ft; AC: 15 (+2 Dex increments. This web deals no damage, but entangles any
+3 natural –1 size); Attack: Bite +7 melee (1d8+2); Full creature it strikes. An entangled creature can escape with a
Attack: Bite +7 melee (1d8+2) and 2 claw +2 melee (1d6+2) DC 17 Strength check, or a DC 21 Escape Artist Check, or by
and tail +2 melee (1d8+2); Space/Reach: 10 ft./5 ft.; SA: deal 12 points of damage to the web with a slashing weapon.
―; SQ: Darkvision 60 ft.; SV: Fort +10, Ref +7, Will +3; The check DCs are Constitution based, and the Escape Artist
Abilities: Str 15, Dex 14, Con 21, Int 4, Wis 12, Cha 7; Skills: check includes a +4 racial bonus.
Balance +9, Climb +8, Spot +5, Listen +5; Feats: Alertness,
Endurance, Run; CR: 4; Advancement: 7-12 HD (Large); VERDIR
13-18 HD (Huge)
Skills: Tundra Lopers have a +4 racial bonus to Balance and Medium Plant
Climb checks. HD: 1d8–1 (3 hp); Init: +; Spd 30 ft; AC: 12 (+2 natural);
Attack: Club +0 melee (1d6); Full Attack: Club +0 melee
URTHRAX (1d6); Space/Reach: 5 ft./5 ft.; SA: ―; SQ: Low light vision,
plant traits, speak with plants; SV: Fort +1, Ref +1, Will +1;
Small Animal Abilities: Str 11, Dex 13, Con 9, Int 10, Wis 12, Cha 10;
HD: 3d8+9 (22 hp); Init: +2; Spd: 30 ft., swim 20 ft.; Skills: Hide +1*, Listen +7, Spot +7; Feats: Alertness; CR:
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; 1/3; Advancement: By character class
Attack: Bite +5 melee (1d8+4); Full Attack: Bite +5 Speak With Plants (Sp): Verdir may use this spell-like
melee (1d8+4), 2 claws (1d4+4); Space: 5 ft./5 ft. ability at will.
SA: Stench; SQ: Low-light vision, Immunity to poison Skills: *Verdir gain a +8 racial bonus to Hide checks in areas
and disease.; SV: Fort +8, Ref +5, Will +2; Abilities: of high vegetation.
Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2; Skills: Climb
+7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim VIOLET CREEPER
+11; Feats: Great Fortitude; CR: 2; Advancement: 4–5
HD (Medium) Medium Plant
Immunity (Ex): Urthrax are immune to all known HD: 2d8–2 (7 hp); Init: +0; Spd 30 ft; AC: 14 (+4 natural);
diseases and poisons. Attack: Slam +1 melee (paralysis); Full Attack: Tentacle
Stench (Ex): When an Urthrax is angry or frightened, it +1 melee (paralysis); Space: 5 ft./5 ft.; SA: Blood drain,
secretes an oily, musk-like chemical that nearly every form paralysis; SQ: Low light vision, plant traits; SV: Fort +2, Ref
of animal life finds offensive. All living creatures (except +0, Will +0; Abilities: Str 8, Dex 10, Con 9, Int 7, Wis 10,
Urthrax) within 30 feet of an Urthrax must succeed on a DC Cha 4; Skills: Hide +4, Move Silently +5; Feats: Stealthy;
13 Fortitude save or be sickened for 10 rounds. The save DC CR: 1; Advancement: 3-6 HD (Medium)
is Constitution-based. Creatures that successfully save cannot Paralysis (Ex): The slam from a violet creeper does no
be affected by the same Urthrax’s stench for 24 hours. A delay damage, but the target must make a DC 10 Fortitude save
poison or neutralize poison type spell removes the effect from or be paralyzed for 1d4+1 minutes. The DC is Constitution
the sickened creature. Creatures with immunity to poison based.
are unaffected, and creatures resistant to poison receive their Blood Drain (Ex): A violet creeper can drain the blood from
normal bonus on their saving throws. a helpless creature. This deals 1 point of Constitution damage
per minute that the violet creeper drains blood.
VASP
VIRD
Large Vermin
HD: 8d8+24 (60 hp); Init: +3; Spd 50 ft; AC: 20 (+3 Dex Medium Humanoid
+8 natural –1 size); Attack: Claw +9 melee (1d8+4) or web HD: 1d8 +2 (6hp); Init: +1; Spd: 30 ft.; AC: 15 (+1
+8 ranged touch (entangle); Full Attack: 2 claw +9 melee Dex, +3 Studded Leather, +1 black iron shield); Attack:
(1d8+4) and sting +7 melee (1d6+2 plus poison) and bite Scimitar +2 (1d8+1 / 19-20) or javelin +2 (1d6 +1) or
+7 or web +8 ranged touch (entangle); Space: 10 ft./5 ft.; claws (1d4); Full Attack: Scimitar +2 melee (1d8+1 /

250

19-20) or javelin +2 (1d6 +1) AND claws (1d4); Space: Negative Energy Defense (Su): Anytime a void monster
5 ft. / 5 ft.; SA: — ; SQ: Vird Traits; SV: Fort +4, Ref is struck by a manufactured weapon, the weapon must
+1, Will -1; Abil: Str 13, Dex 13, Con 14, Int 10, Wis make a DC 14 Fortitude save of be disintegrated. If struck
9, Cha 8; Skills: Hide +3, Listen +2, Move Silently +2, by an unarmed strike or natural weapon, the attacker must
Survival (desert) +4; Feats: Faith (Nihilist Cult); CR: 1/2; make a similar save of suffer 2d6 points of negative energy
Advance: Per character class; LA: +0 damage.
Vird Traits (Ex): +2 Constitution, -2 Charisma;
Vird receive a +2 racial bonus to all Survival (desert) VOLTT
checks.
Medium Magical Beast (Aquatic)
VISION HD: 4d10+4 (26 hp); Init: +5; Spd: Swim 60 ft; AC: 17 (+1
Dex +6 natural); Attack: Bite +6 melee (1d6+6); Full Attack:
Huge Outsider (Good, Extraplanar) Bite +6 melee (1d6+6); Space: 5 ft./5 ft.; SA: Electrical burst;
HD: 22d8+198 (297 hp); Init: +11; Spd: 60 ft; AC: 30 (+11 SQ: Darkvision 60 ft.; SV: Fort +5, Ref +5, Will +2; Abilities:
Dex +11 deflection –2 size); Attack: Touch +30 melee touch Str 14, Dex 12, Con 13, Int 2, Wis 13, Cha 4; Skills: Listen
(4d6); Full Attack: 2 touch +30 melee touch (4d6); Space: +4, Spot +4, Swim +11; Feats: Improved Initiative; CR: 3;
15 ft./15 ft.; SA: Spells, spell-like abilities; SQ: Damage Advancement: 5-8 HD (Medium); 9-16 HD (Large)
reduction 15/epic, darkvision 60 ft., deflecting aura, immune Electrical Burst (Ex): Up to 3/day, a volt can release a burst
to cold, fire and electricity, resistant to acid 30, true sight; of electricity that deals 4d6 points of non-lethal electrical
SV: Fort +22, Ref +24, Will +23; Abilities: Str 30, Dex damage to everything within a 30-ft. radius. A DC 13 Reflex
32, Con 28, Int 29, Wis 30, Cha 33; Skills: Appraise +29, save reduces the damage by half. The DC is Constitution
Concentrate +34, Craft (any one) +30, Decipher Script +29, based.
Diplomacy +38, Gather Information +31, Handle Animals Skills: A voltt has a +8 racial bonus on any Swim check to
+31, Heal +30, Knowledge (arcana) +34, Knowledge (the perform some special action or avoid a hazard. It can always
planes) +34, Knowledge (any 2) +29, Listen +30, Mode choose to take 10 on a Swim check, even if distracted or
(Illusion), Search +29, Sense Motive +30, Spellcraft +36, endangered. It can use the run action while swimming,
Spot +30, Survival +30; Feats: Combat Expertise, Dodge, provided it swims in a straight line.
Improved Initiative, Mobility, Order (any 3), Spring Attack,
Whirlwind Attack; CR: 23; Advancement: 22-44 HD (Huge); VORL
45+ HD (Gargantuan)
Deflecting Aura (Su): A vision gains a deflection bonus to Medium Elemental (Air) (Incorporeal)
its Armor Class equal it its Charisma bonus. HD: 1d8 +4 (8hp); Init: -2; Spd: 40 ft.; AC: 8 (-2
True Sight (Su): A vision can see as though it continually natural); Attack: Touch +2 melee (1d6 +1); Full Attack:
had the true sight spell in effect Touch +2 melee (1d6 +1); Space: 5 ft. / 5 ft.; SA: Drain
Spell-Like Abilities: A Vision has access to any spell that Moisture ; SQ: Incorporeal; SV: Fort +7, Ref -1, Will +6;
Abil: Str -, Dex 7, Con 17, Int 16, Wis 12, Cha 2; Skills:
uses the Illusion Mode at the GMs discretion. Climb +3, Hide +3, Listen +6, Move Silently +1, Spot +2;
Feats: Track; CR: 2;
VOID MONSTER Drain Moisture (Su): If a vorl succeeds in its attack on
a victim, it will continue to cause its damage rating every
Large Outsider (Extraplanar) round as it drains moisture from the target without another
HD: 8d8 (36 hp); Init: +0; Spd: 30 ft; AC: 14 (+1 Dex +4 to hit roll.
natural –1 size); Attack: Tentacle +8 melee (1d6+1 plus 1d6
negative energy); Full Attack: 6 tentacles +8 melee (1d6+1 WANDERER OF ASHANN
plus 1d6 negative energy); Space: 10 ft./10 ft.; SA: Negative
energy; SQ: Darkvision 60 ft. extraplaner vulnerability, Medium Humanoid
negative energy affinity, negative energy defense; SV: Fort +5, HD: 6d8 +10 (34hp); Init: +1; Spd: 40 ft.; AC: 11
Ref +5, Will +3; Abilities: Str 12, Dex 11, Con 10, Int 5, Wis (+1 Dex); Attack: Staff +6 melee (1d6 + 3) or spell; Full
11, Cha 10; Skills: Climb +12, Jump +12, Listen +11, Spot Attack: Staff +6 melee (1d6 + 3) or spell; Space: 5 ft. / 5
+11, Swim +12; Feats: Cleave, Great Cleave, Power Attack; ft.; SA: -- ; SQ: Improved Counterspell; SV: Fort +9, Ref
CR: 5; Advancement: 9-16 HD (Large); 17-24 HD (Huge) +7, Will +10; Abil: Str 16, Dex 12, Con 20, Int 30, Wis 19,
Negative Energy Touch (Su): An attack from a void monster Cha 2; Skills: Modes (two Orders)(any 5) +10, Spot +8;
does an additional 1d6 points of negative energy damage. Feats: Any two Orders; CR: 10; Advance: Per character
Extraplanar Vulnerability (Ex): A void monster suffers 1 class; LA: +8;
point of damage every round it is on any plane other than the Improved Counterspell (Su): Wanderers have an innate
negative energy plane. ability to focus their personal force to counter spells as
Negative Energy Affinity (Ex): Though it is alive, the void twice their effective level. Alternatively, this ability may be
monster’s close ties to the negative energy plane mean that used to erect an invisible magical barier as per the Defense
it reacts to the effects of positive energy and negative energy Mode of an appropriate Order. This ability may be used up
as though it were undead.

251

to 10 times per day. YAKSHA

WEIRDLING Large Humanoid
HD: 3d8 +6 (19hp); Init: +1; Spd: 30 ft.; AC: 13 (-3
Small Humanoid Dex, +6 natural); Attack: Claws +3 melee (1d10 +7) or
HD: 1d6 (3hp); Init: +1; Spd: 50 ft.; AC: 15 (+5 Dex); Bite +3 melee (1d8 +3); Full Attack: Claws +3 melee
Attack: Bite +1 melee (1d4 -1) or as weapon +1; Full (1d10 +7) and Bite +3 melee (1d8 +3) ; Space: 8 ft. / 5
Attack: Bite +1 melee (1d4 -1) and weapon +1; Space: 3 ft.; SA: -- ; SQ: Immunity to Fear and spells of Influence;
ft. / 5 ft.; SA: -- ; SQ: Grant Wish; SV: Fort +7, Ref -1, SV: Fort +7, Ref -1, Will +6; Abil: Str 24, Dex 5, Con 19,
Will +6; Abil: Str 4, Dex 21, Con 16, Int 19, Wis 18, Cha Int 2, Wis 19, Cha 4; Skills: Climb +3, Hide +3, Listen
5; Skills: Hide +7, Listen +4, Modes (any 5) +5, Move +2, Move Silently +1, Spot +2; Feats: None; CR: 3;
Silently +7, Sleight of hand +7, Spot +3; Feats: Wizardry; Alignment: chaotic neutral.
CR: 3; Advance: Per character class; LA: +2;
Grant Wish (Su): A captured weirdling may be forced YASSAN
to grant one wish to its captor. See the main entry for
Weirdling (pg. 201) for details. Medium Humanoid
HD: 1d8 +2 (6hp); Init: +0; Spd: 30 ft.; AC: 14 (+2
WEREBEAST Dex, +2 Leather); Attack: Hammer +2 (1d6); Full
Attack: Hammer +2 (1d6); Space: 5 ft. / 5 ft.; SA: -- ;
Medium Humanoid SQ: Yassan Traits SV: Fort +4, Ref +2, Will +1; Abil: Str
HD: 2d8 +6 (15hp); Init: +0; Spd: 30 ft.; AC: 14 (+4 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8; Skills: Appraise
natural); Attack: Claws +2 melee (1d8 +7) or Bite +3 +2, Craft (Any 2) +4, Disable Device +4, Open Locks +3,
melee (1d6 +3); Full Attack: Claws +2 melee (1d8 +7) Sleight of hand +3; Feats: Born to the Saddle; CR: 1/2;
and Bite +3 melee (1d6 +3) ; Space: 5 ft. / 5 ft.; SA: -- ; Advance: Per character class; LA: +1;
SQ: Low-light Vision; SV: Fort +7, Ref -1, Will +6; Abil: Yassan Traits(Ex): +2 racial bonus to Disable Device,
Str 24, Dex 10, Con 17, Int 2, Wis 19, Cha 4; Skills: Climb Open Locks and Sleight of Hand; +2 racial bonus to all
+3, Hide +3, Listen +6, Move Silently +1, Spot +2; Feats: Craft and Profession Skills.
Track; CR: 2
YRMANIAN
WHISP
Medium Humanoid
Diminutive Humanoid HD: 2d8 +2 (11hp); Init: +3; Spd: 30 ft.; AC: 15 (+3
HD: 1d4 (3hp); Init: +5; Spd: 10 ft.; AC: 22 (+8 Dex, +4 Dex,+2 natural); Attack: r'ruh (1d8); Full Attack: r'ruh
Size); Attack: Tiny weapons +1 (1d4 - 2); Full Attack: Tiny (1d8); Space: 5 ft. / 5 ft.; SA: -- ; SQ: Ritual Drug Use;
weapons +1 (1d4 - 2); Space: 0.5 ft. / 1 ft.; SA: Magic use SV: Fort +4, Ref +6, Will +8; Abil: Str 14, Dex 16, Con
; SQ: Flight; SV: Fort +1, Ref +8, Will +1; Abil: Str 2, Dex 18, Int 4, Wis 6, Cha 4; Skills: Track +2; Feats: None;
26, Con 9, Int 13, Wis 14, Cha 13; Skills: Hide +6, Listen +4, CR: 1; Advance: Per character class; LA: +1;
Mode (any 3) +3, Move Silently +4, Swim +4 (Waterwhisps Ritual Drug Use (Ex): While under the influence of
only); Feats: Natural Magic Order; CR: 1; Advance: Per skullcap, an Yrmanian is totally immune to fear and pain.
character class; LA: +0; In addition, they receive a special +10 bonus to any Wil
Flight (Ex): Whisps may fly at twice its normal move rate. saves against any mind affecting spells or effects.

WINGED VIPER ZA

Tiny Beast Medium Humanoid
HD: 1d6 (3hp); Init: +1; Spd: 30 ft.; AC: 13 (+1 Dex, +2 HD: 1d8 +2 (6hp); Init: +1; Spd: 30 ft.; AC: 15 (+1
Size); Attack: Bite (1d4 + poison); Full Attack: Bite (1d4 Dex,+3 Studded Leather, +1 light shield); Attack: Za
+ poison); Space: 2 ft. / 5 ft.; SA: Poison ; SQ: Flight, Broadsword +2 melee (1d10 +2 / 19-20); Full Attack: Za
Natural Camouflage (factored into Hide skill); SV: Fort +1, Broadsword +2 melee (1d10 +2 / 19-20); Space: 5 ft. / 5
Ref +2, Will +0; Abil: Str 6, Dex 13, Con 10, Int 2, Wis 14, ft.; SA: -- ; SQ: None SV: Fort +10, Ref -2, Will +5; Abil:
Cha 2; Skills: Hide +6, Listen +2, Move Silently +4; Feats: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8; Skills: Hide
None; CR: 1; +3, Listen +2, Move Silently +3, Ride +4, Spot +2; Feats:
Poison (Ex): The winged viper's bite attack is poisonous. Born to the Saddle; CR: 1/2; Advance: Per character
After a succesful attack, the poison will deal1 extra point of class; LA: +1
damage per round for 3 rounds. A successful Fort save halves
the duration of this extra damaga;
Flight (Ex): The winged viper may fly at its normal move
rate.

252

ZARATAN

Huge Beast (Aquatic)
HD: 8d8 +24 (56hp); Init: -2; Spd: 40 ft.; AC: 20 (-2
Dex, -2 Size, +14 natural); Attack: Bite (1d12) or Claws
(1d8); Full Attack: Bite (1d12) and Claws (1d8) OR Ram
(2d8); Space: 20 ft. / 10 ft.; SA: Ram ; SQ: Resistance
to heat/cold 10, pressure 10; SV: Fort +10, Ref -2, Will +5;
Abil: Str 35, Dex 7, Con 25, Int 2, Wis 9, Cha 6; Skills:
Listen +3, Spot +1, Swim +10; CR: 6; Advancement:
9-14 HD (Huge), 15-30 HD (gargantuan).
Ram (Ex): The Zaratan is often domesticated and used as a

weapon of naval combat, ramming vessels upon comand.

ZOAB

Large Humanoid
HD: 3d8 +4 (16hp); Init: -1; Spd: 20 ft.; AC: 10 (no
armor); Attack: Tongue (1d4) or Acid Spray (1d4 per
round); Full Attack: Tongue (1d4) and Inject Acid (1d4
per round) or Acid Spray (1d4 per round) or Constrict (1d4
+5 per round, no to hit required); Space: 10 ft. / 10 ft.;
SA: Acid Spray, Acid Injection, Constriction; SQ: Wall
Crawling, Regeneration; SV: Fort +4, Ref -1, Will +2;
Abil: Str 20, Dex 5, Con 16, Int 15, Wis 12, Cha 6; Skills:
Appraise +6, Gather Information +3, ; Feats: -- ; CR: 3;
Alignment: usually lawful evil;Advance: Per character
class; LA: +3
Acid Spray (Ex): 10-ft. range, usable once per day per point
of Con modifier (normally 3). The acid continues to cause
damage for 2 rounds after the initial attack. The victim may
also be blinded for 10 rounds. A successful Ref save will
avoid the blinding and reduce damage to half. Inject Acid
(Ex): As a full attack action, a Zoab may inject acid into an
opponent successfully hit with a tongue attack. This acid deals
1d4 damage for up to 10 rounds. A successful Fort save will
reduce the duration to 5 rounds.
Constriction (Ex): After a successful Grapple attack, a Zoab
may constrict its opponent with its larvae-like lower body.
This attack requires no to hit roll and is treated as a normal
Grapple with an increased Str (25) due to the amazing strength
of the Zoab's lower body.
Wall Crawling (Ex): The Zoab may move along walls
or ceilings at 1/2 move, leaving a trail of slime as it goes.
Regeneration (Ex): The Zoab regenerate at a rate of 1hp
per round. They may regorw lost limbs in this fashion
in a matter of days but will not regenerate if killed.

253

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fail to comply with all terms herein and fail to cure such breach
2. The License: This License applies to any Open Game Content within 30 days of becoming aware of the breach. All sublicenses
that contains a notice indicating that the Open Game Content may shall survive the termination of this License.
only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms 14 Reformation: If any provision of this License is held to be
may be added to or subtracted from this License except as de- unenforceable, such provision shall be reformed only to the extent
scribed by the License itself. No other terms or conditions may be necessary to make it enforceable.
applied to any Open Game Content distributed using this License.
15 COPYRIGHT NOTICE
3.Offer and Acceptance: By Using the Open Game Content You Open Game License v 1.0 Copyright 2000, Wizards of the Coast
indicate Your acceptance of the terms of this License. System Reference Document Copyright 2002 Wizards of the
Coast, Inc.; authors Bill Slavicsek, Jeff grubb, Rich Redman,
4. Grant and Consideration: In consideration for agreeing to use Charles Ryan,, based on material by Jonathan tweet, Monte Cook,
this License, the Contributors grant You a perpetual, worldwide, Skip Williams, Richard baker, Peter Adkison, Bruce R. Cordell,
royalty-free, non-exclusive license with the exact terms of this John tynes, Andy Collins and JD Wiker
License to Use, the Open Game Content. Talislanta Menagerie. Copyright 2005 Morrigan Press Inc.

5.Representation of Authority to Contribute: If You are contribut- Declaration of Product Identity
ing original material as Open Game Content, You represent that The following items are hereby designated as Product
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sufficient rights to grant the rights conveyed by this License. Game License version 1.0: Any and all Talislanta logos
and identifying marks and trade dress, including all
6.Notice of License Copyright: You must update the COPY- Talislanta product and product line names; any elements
RIGHT NOTICE portion of this License to include the exact text of the Talislanta setting including but not limited to
of the COPYRIGHT NOTICE of any Open Game Content You race and culture names, place names, organizations,
are copying, modifying or distributing, and You must add the characters, equipment, setting and historic events,
title, the copyright date, and the copyright holder’s name to the storylines, locations, plots, thematic elements, any other
COPYRIGHT NOTICE of any original Open Game Content you unspecified incarnations of Talislanta creative property,
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7. Use of Product Identity: You agree not to Use any Product Open Game Content.
Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the Open Game Content: All d20 stat blocks are Open
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indicate compatibility or co-adaptability with any Trademark or and descriptions. All other content should be considered
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10 Copy of this License: You MUST include a copy of this License
with every copy of the Open Game Content You Distribute.

255

Also Available From

Morrigan Press Inc.

High Medieval is a unique and exciting new Omni
System game. Unlike other settings, High Medieval
attempts to be as historically accurate as possible while
still maintaining the fantasy elements that most role-
players know and love.

Essentially, the world of High Medieval is an alternate
version of our own history where the folklore and
legends of medieval cultures are real rather than
imagined. Fairies and goblins really do live in the
remote areas of the forest and dwarves do mine mineral
riches deep in the mountains of the north. Most
importantly, magic really exists and is seen as a constant
threat by the dominant force in medieval Europe, the
Church of Rome.

Adventure through history; pick up a copy of High
Medieval.

Atlantis: The Second Age is a complete and
comprehensive game that uses the Omni System
for mechanics but can easily be adapted to most
popular fantasy roleplaying games. Within, players
and gamemasters will find all that they need to run
a campaign in the legendary Second Age of Atlantis,
including an atlas of Antidiluvian Earth, regional maps,
city maps and guides and a compendium of creatures,
races, animals and various pantheons of Gods and
Goddesses. Based on the classic Atlantean Trilogy by
Bard Games, Atlantis: The Second Age expands greatly
on this already detailed world including new rules on
alchemy, windships, ley lines and other magic-tech.

The Omni System was originally derived from the
critically acclaimed Talislanta 4th Edition system
but ads new and flexible rules including a highly
customizable character generation system. If you are
looking for a rules-lite, sword & sorcery system with
about as detailed a setting as you can imagine, then
Atlantis: The Second Age is for you.

256


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