Dread Sea Dominions

Fade Town: Sagath

While we may not be actively playing in the world of the Dread Sea Dominions, Nal Sagath will make an appearance in our Rifts game.

Sagath was a hot bed of portal activity when our pirate crew passed through town.

In the game Rifts, Sagath is a Fade Town which appears in the Magic Zone from time to time.



Day 5: Pirates of the Dread Seas

Sat 5:30PM Tonight you mount an attack on the harbor of Nal Nomantor…seeking to rescue your crew and steal back your pirate ships!!

To gain entry to the harbor you will need to brave the sewers of the undead and worse!

The story arc closes tonight. Five days of gaming, about 26 full hours of story telling for this adventure. Your pirates came up from the Southlands to the Dread Seas Dominions and made a definite mark on the north and you acquired some good booty!




After tonight we will take a break from the fantastic world of sword and sorcery, the Dreadlands, and move onto CoC and or OSRIC for a while and then we will jump into SAVAGE RIFTS!


Day 4: Pirates?

Day Four unfolds with the Party investigating the loot in the crevasse.

Gold and gems located….
Weapons found…
More….all of it is carried to the beach by the party and the 160 freed slaves ect.

It is learned that your pirate ships were stolen!

Captain Reth Savage of the Centennial Raven knows some interesting details about: Nal Sagath, Nal Nomantor and the Pain Fens. Your crew and ships are in Nal Nomantor.

To find a secret passage into the city you all head to Nal Sagath to talk to the chief Beast Man. While there you go on a rescue mission to save the chiefs daughter.

Leaving the Caldera you head for the beach – ships and crew are gone!

In the Pain Fens you head to the City Nal Sagath.

Ultimate destination: Nal Nomantor.


Deep below Sagath you rescue the Beast Man Chiefs daughter!

Moving forward as a Fleet



Arriving in the northern portion of the Endless Sea, Captain Paul and his crew encounter a few adventures, both at sea and on land, and end up as a mini fleet of pirate ships headed deeper into the Dread Sea to sell their spoils and “hand canon” Flintlock pistols to the people of the North. With three ships, two massive flying lizard mounts, 10 flying bat mounts and a small arsenal of weapons and some collected treasure the Party has done well for themselves thus far mateys.


The Pirate Fleet of Admiral Paul the Bloody, Captain Henry Morgan and Captain Bella.

What Adventure lays in wait for the Party next? We shall see…

Day 3: Dread Seas


At the beach our party is hard at work on the two damaged ships of their little pirate fleet.

Attack of giant flying snake.

Your competition, Capt. Dingus ship arrive.

Dingus has you… out gunned and caught by surprise with no canon ready.

your new friends, the cannibal pygmy’s and their bar riders and giant bats save the day. Air attack on the pirate Dingus ship.

Take ship. Now have three ships in your fleet. 1/2 of remaining crew killed on beach by canon fire.

Now there is a dozen some odd crew and party members.

Need 30-100 men/woman per ship to crew a ship (galleon).

Oh need crew? Zara (female barbarian) and the cannibals recommend recruiting from the slave pens of the Lotus Master.

Slaves in Lotus Masters compound. They are all previous boaters, fishers ect. Free slaves. Hire them. Have three ships. Easy…?

Fighting their way through the dense jungle to the Caldera would take days. Instead the party fly’s large bats to the caldera. On way air battle verse massive flying lizards and the lizardman riders.

In a surprise turn of events two massive flying lizards are taken by two party members.

A air strike raid on the Lotus Master, his henchmen lizardmen and a devourer demon is conducted. Slaves rescued, bad guys defeated, Lotus Master slain.

The freed people (between 150-200 men and women) head back to the three ships with the party. Arrangements are made to “hire on” the freed people for long enough to set sail and reach the destination of the Teeth.

See you next time!!

The Wall

Lazar Caldera


Bat Riders

Beach undisturbed

Flying Lizard attacked the beach

Atop the Caldera, Lotus Master lair

Air Combat

Battle over the river of pain

Lizardman Lotus Master


The giant bats and massive lizards of the Lazarta Jungles!


More Pirates of B&B this Friday.


We shall regroup this Friday for more gaming…

As ye float ya boats about the Dread Sea Dominions here be a few Notes:

A Crew of One Galleon is 30 to 100 sailors/pirates.

Ya be try’n to crew two galleons with 16 crew and 4 party members (20 sailors, 10 per ship) things be gett’n a tad strained. Me thinks you need to hire more mates!



A common misconception about life on a Pirate ship surrounds the role and authority of the Captain. Unlike the Captain’s who were appointed by their respective governments and who’s authority was supreme at all times, most pirate captain’s were democratically elected by the ships crew and could be replaced at any time by a majority vote of the crewmen.

Some captains were voted out and removed for not being aggressive enough for their crews, while others were abandoned by their crews for being too bloodthirsty and brutal. Pirate Captain’s were expected to be bold and decisive in battle as well as skilled in navigation and seamanship. Above all they had to have the force of personality necessary to hold together such an unruly bunch of seamen.

There are surprisingly few detailed descriptions of what the pirate captains looked like, and those we do have are rarely flattering. Most seem to have adopted the clothes of naval officers or extravagantly dressed merchant sea captains, which in this period followed the style of prosperous English gentlemen.

Quarter Master

Most British and Anglo-American pirates delegated unusual amounts of authority to an individual called the Quartermaster, who became almost the Captain’s equal. The general rule was that during times of battle the Captain retained unlimited authority, but at all other times he and the rest of the crew were subject to the command of the Quartermaster.

The Quartermaster was usually elected by the crew immediately after choosing a Captain, and it was his duty to represent their interests. For this he received an extra share of the booty when it was divided. Above all, he protected the Seaman against each other by maintaining order, settling quarrels, and distributing food and other essentials.

Serious crimes were tried by a jury of the crew, but the Quartermaster had the authority could punish minor offenses, and kept the records and account books for the ship. If the pirates were successful, he decided what plunder to take from a prize. If the pirates decided to keep a captured ship, the Quartermaster often took over as the Captain of that ship until they disposed of it.

Sailing Master

This officer was in charge of navigation and the sailing of the ship. He directed the course and looked after the maps and instruments necessary for navigation. Since the charts of the era were often inaccurate (or nonexistent) his job was a difficult one. Many Sailing Masters were forced into pirate service from captured vessels.

Boatswain / Boson

The Boatswain supervised the maintenance of the vessel and its supply stores. He was responsible for inspecting the ship and it’s sails and rigging each morning, and reporting their state to the captain. The Boatswain was also in charge of all deck activities, including weighing and dropping anchor, and the handling of the sails.

Carpenter & Surgeon

The Carpenter was responsible for the maintenance and repair of the wooden hull, masts and yards. He worked under the direction of the ship’s Master and Boatswain.
The Carpenter’s duties were to check the hull regularly, placing oakum between the seems of the planks and wooden plugs on leaks to keep the vessel tight. More often than not, the Carpenter would also serve as the Ship’s Surgeon and perform operations and amputations with the same wood working tools (with no anesthetic!).

Master Gunner

The Master Gunner was responsible for the ship’s guns and ammunition. This included sifting the powder to keep it dry, prevent it from separating, insuring the cannons and ordnance were kept free of rust, and that all weapons were kept in good repair. A knowledgeable Gunner was essential to the crew’s safety and effective use of their weapons.


On a large ship there was usually more than one Mate aboard (hence the title “First Mate”).
Mates served as apprentice to the Ship’s Master, Boatswain, Carpenter & Gunner and took care of the fitting out of the vessel, and examined whether it was sufficiently provided with ropes, pulleys, sails, and all the other rigging that was necessary for the voyage.

The Mate also took care of hoisting the anchor, and during a voyage he checked the tackle once a day. If he observed anything amiss, he would report it to the ship’s Master. Arriving at a port, the mate caused the cables and anchors to be repaired, and took care of the management of the sails, yards and mooring of the ship.

A.B.S. / Able Bodied Sailor

The common sailor, which was the backbone of the ship, needed to know the rigging and the sails. As well as how to steer the ship and applying it to the purposes of navigation. He needed to know how to read the skies, weather, winds and most importantly the moods of his commanders.


The sailors assigned aloft to work the running rigging and to furl/release the sails were referred to as Riggers. Although there were not any truly “safe” jobs, due to the constant risk of falling from a slippery spar high above a rolling deck this was certainly one of the most dangerous.

Cabin Boy

A young boy who worked aboard pirate ships as a servant. Many cabin boys made their way aboard ship by being kidnapped by pirates or were runaways looking for a means of escape.

Powder Monkey

A role filled by young boys on ship in which they run gunpowder from below decks (such as the orlop) to the cannon crews during battle.

Swab or Swabbie

Although not technically a rank, a person who mopped the decks using the swab was called a swabbie. It has also become a slang phrase to describe someone informally whom you do not hold in any high regard, i.e., “Avast, ye swabbie!”

Dreadlands Details of Note

The Savage Worlds, Beasts and Barbarians, Dread Sea Dominions:

The Dreadlands


Most common language is Imperial Syranthian (or just Imperial). Others are Alchemist’s code, Barbarian tongues (Northern, Caled, Cairn tongues), Savannah, Slavers’ tongue, Tricarnian, Ancient Keronian, Lhoban secrets, Pygmy, Valk.

Literacy is most common among Syranthians, Tricarnian nobles, Caldeians, Faberterrans, Kyrosians and Lhoban monks.


Most common metal in the realms is bronze. Iron is common in the Empire, steel weapons are lost technology and almost mythic, more primitive cultures use stone or bone weapons.

Currency: Syranthian moon is used commonly.

Entertainment: Gladiator games and other blood sports are popular, as well as dancing.

Road network built by Faberterran empire is today unguarded and infested by bandits.

Heavy armors are generally rare, mostly used by Iron Phalanxes.

Canon’s are found across the lands of both the north and south, however it is only recently that hand canons (Flintlock Pistols) are being introduced to the north by pirates.


People are superstitious, especially rural people. Various gods are worshiped and churches are powerful, but there’s no such thing as ‘Divine magic’. Some priests decide to learn sorcery though.

Imperial and many other civilized areas worship the Divine Couple.

In Tricarnia, Hordan, Mistress of Darkness is still worshiped by the Priest Princes and their minions.

Some Iron priests still worship Hulian, Lord of Fire.

Northlanders worship Lord of Thunder.

Savannah tribes worship Etu, the Mother and Uletu, god of strength.

Valk worship Sha Mekri, Demon god Cairnlords worship Ancestors, the dead ones.

Jademen follow Path of enlightenment instead of worshiping gods.

Some South Sea Pirates worship Dav Zul the lord of the deep.

Other gods are worshiped locally.


Ivory Savannah Tribes
Black southern populations, from nomads to farmers and cannibals. Most are strong and average-sized, women being very beautiful and favored by Caldeian slavers. Tribes often fight each other.

Cairn Lords
Tall and muscular, grayish skin and black or gray hair. They believe that the difference between life and death isn’t that big and that the spirits of the Ancestors speak, lead and protect them. They use clothes, weapons and other items salvaged from cairns. Cairnlander clans ruled by chiefs or kings and live off hunting, herding, primitive agriculture and pillaging.

Byzantine/Late roman -like culture. Generally sophisticated and civilized but shun other races, many are fat, arrogant & hedonistic. Emperor rules Faberterra and is still namely ruler of Syranthia and some other provinces.

Tibetian/Chinese -like culture who believe in reincarnation and consider supernatural things generally evil. Monks travel the land and ensure that their leader’s, Enlightened One’s, will is carried out. Jademen communities are found in Ekum, Kyros and Gis.

Large, tough, proud, stubborn and bold, magic-fearing and loathing people living in clans. They wear furs and wool, men walking often around bare-chested, northern men having often beard. They wear their hair long, married women having it plaited.

Cruel, arrogant and sorcerous nobles, priests, generals and merchants control slaves of mixed origin, divided into three castes, forming majority of the nation. They are tall and slender, with pale or black hairless complexion. Noble families and their princes control
Principalities and are fighting and scheming against each other.

Valk clans, led by warlords and the Valkyrie, live by herding and worship demons. They dress in leather and are incredibly skilled on their ponies. Valk are short and have dark hair, but their Valkyrie priestesses have white or blonde hair. Length of a warrior’s braid tells how powerful he is.


Caledland (Caleds)
Forest of primitive and fierce naked spearmen and tattooed druids. Caleds can’t usually be
player characters.

Northeim (Northlanders)
Barbarian tribes worshipping Lord of Thunder.

Bufferzone created by the empire against northern barbarians. A line of forts ruled by semi-civilized Warlords still allied with the Empire guards the Godaxe river.

Tricarnia (Tricarnians)
High Tricarnians are sorcerous descendants of Keronians, the bulk of the nation is slaves of
different castes.

Ascaia (Amazons)
Home of Amazons. Women of the city rebelled and today no man is welcome to the city.
Islands of the maimed ones Rumored to be parts of Dread star, these jungle islands are
home to primitive barbarians and strange beasts.

Faberterra (Iron Empire)
Decaying Empire of former greatness. Remaining Iron Phalanxes haven’t fought for ages and people are most interested in personal pleasure.

Fertile lands of Syranthia are ruled by Merchant lords and have two great cities; Syranthia is renowned for it’s great Library, and Askerios is trading port drawing ships from Faberterra.

Formerly known for it’s great power and war elephants, is currently lead by a young but
insane Autrach. (Similar to Indian/Mesopotamian cultures) Red Desert, Ind. Cities Red desert was a forest before Dread Star fell and red dust covered the area. There is 12
independent cities originally established by Syranthia in the area, but they are not united
and often fight each other.

Formed by an exiled Priest Prince of Tricarnia, who still is rumored to live after 400
years. Caldeia is very rich because of selling slaves and drug called Khav. (Similar to Egyptian and Phoenician cultures).

Troll mountains
Ice-covered mountains; Inhabited by furry trolls, giant bears and elks, snow vipers and
Nandals (furry cavemen).

Cairnlands (Cairnlords)
Cairnlords live in massive cairns of an ancient civilization living among the dead.

Valkheim, Valk Steppes (Valk)
Valk steppes continue far to east, and Valk hordes roam the lands. Valkheim is the new home of the Valk, ruled by Rogal, grandson of Dhaar.

Drowned King Sea
During winters, northern parts of the sea freeze and allow Cairnlords to raid Borderlands
and Valkheim. Should the sea freeze completely, borderlands would be hit hard by Cairnlander hordes.

Zandor and Jalizar
A previously glorious domain is now reduced to ruins inhabited by beasts, natural and
unnatural. Valk tribes roam the forested fields and rocky plains. Jalizar, City of thieves is mostly controlled by criminal guilds and powerful merchants but commoners suffer from poverty.

After death of Dhaar, his third son Eku conquered this land, married local Governor’s
daughter and stayed there. Now venerable Eku follows philosophy of Jademen.

City razed by the Valk, today inhabited by numerous demons summoned by the Valkyrie.
Land of the Idols An area full of idols and ruins, inhabited only by hermit monks called Stylites. Everyone avoids it, including animals – rumors say that whole caravans have
disappeared there.

Oriental theocracy ruled by monks and The Enlightened one, who resides in a monastery in
City of Clouds.

Verdant Belt
Fertile land with mild climate. Mostly avoided because threat of roaming Savannah tribes from north, pygmies from south and Caldeian slavers from west. Rumors tell that mysterious ‘White King’ is unifying independent tribes, stopping them from fighting each other.

Lush Jungle (Pigmies)
Lethal jungles where small pigmies attack any intruders with their poison arrows.
Pigmies can’t usually be player characters.


Today: Year 2510 After Fall (AF)

2510 years ago (0AF): Dread Star falls, ending Keronian empire.

1210 years ago (1300AF): Iron Confederacy is born. Iron weaponry helps it conquer neighboring areas.

970 years ago (1540AF): Kyros is annexed by Iron Confederacy, which then becomes Iron Empire; Domestan I is crowned as Imperator.

959 years ago (1551AF): Tricarnia capitulates and is annexed by the Empire. Princess Salkaria of Tricarnia marries Emperor Domestan I.

950 years ago (1560AF): Salkarian reformation: Religions of Hulian and Hordan are declared to be two views to one god, and Divine Couple is born. Iron Empire keeps expanding.

450-210 years ago (2060-2300AF): Empire’s apogee and peace

183 years ago (2327AF): The Valk start invading western lands, rumored to have started by a collective vision of the Valkyrie, Valk priestesses.

60 Years ago (2450AF): A huge new wave of Valk invasion starts, lead by Dhaar.

43 Years ago (2467AF): Dhaar, king of Valk, dies, stopping the invasion. Three sons of Dhaar have arguments and split the force in three.

Now (2510 AF): South Sea Pirates introduce black powder Flintlock pistols to those of the north.


Day 2: Pirates!! of the Dread Seas!!

Day 2 Dreadlands

GM: Dan
Players: Liberty, Devon, Paul, Sam & Henry


First things first, you are a “skeleton crew” trying to man two ships.

As it is, half your pirate crew was slain in the sea battle which gave you the second ship.

Ship: The Bloody Nine ruled by Admiral Paul the Bloody
Ship: The Black Phantom ruled by Captain Henry Morgan

Both ships are also heavily damaged from canon fire suffered upon each other during the battle.

As the crew(s) limp the ships further into the Northern Dreadlands they see the shoreline of the Lazarta Jungles. Wood is needed to patch up the two ships, the jungle has wood, the decision is made to hit the beaches and do repairs.


Both ships were brought close to land, along the sandy beaches of the Lazarto Jungles. The crew set foot on land and prepare to make camp. Repairs, wood gathering, and dinner is needed. As the Pirates set out to obey orders Violin Sven, a NPC pirate in your crew, rips into a merry gig.


Almost immediately a massive lizard like croc pounces out of the jungle and swallows Sven. Admiral Paul (Joker for Init) turns and fires his Flintlock at the head of the lizard beast. Increadably he kills the beast with one shot (shooting skill success and raises). The beast lays dead and the Surgeon and pirates cut Sven out of the lizard and save him.

Later a werewolf attacks the camp after a group of native cannibal tribesmen and woman are talking with the party. The were beast is slain. The Pygmy tribe invites (demands) the leaders come visit the tribe.


On the way through the jungle headless zombies attack the group.


After that a Lotus Master appears and attacks (with a Joker! For Init). Combat issues and several “red shirts” die. The Sorcerer is “slain” but it’s only an illusion!

In the tribal village later the Pirates and Canabils make nice and decide to help each other. The Pirates are giving the tribe 10 Flintlocks and training to use. The tribe is giving members to help wood work and fell trees for the repairs.

A young adult white woman, Zara, a tribe member, will teach the Pirates to fly the large bats as mounts. It is unsure yet if the tribe will part with the bats.


Zara wants the Pirates to help her sack the Lazar Caldera, flat mountain, and seek out treasures and a magic sword that she can use against the Lotus Master.

The party returns to the beach for the night.



Lotus Master

Oot, Leader of Raiding party of canibals.

The beach …

Until next time!

Savage and Simple Rules

I have printed (double sided) and laminate several copies of the following for players to refer to while we play.



• Deal each Wild Card and group (bad guys) one card.
• Reshuffle the deck the round after a Joker is dealt.
• A Joker allows the character to act whenever he wants in a round, and adds a +2 to all his Trait (Traits are both Attributes & Skills) and damage rolls that round.

• A character may move up to his Pace and perform an action, such as making a hand-to-hand attack, firing a ranged weapon, or making a test of wills.
• A character may attempt additional actions, such as running, but incurs a -2 penalty to all Trait rolls for each additional action.

• The attacker makes a single Fighting roll. If the roll is equal to or greater than his target’s Parry, the attack hits (see Damage). A raise (4 points over what you need to succeed) on the attack roll adds +1d6 to the damage.

• The attacker makes a single Shooting roll and subtracts 2 for Medium range and 4 for Long range. If the roll is successful (TN 4 of more), the attack hits (see Damage). A raise on the attack roll adds +1d6 to the damage.

• If the damage is equal to or greater than the victim’s Toughness, he’s Shaken.
• A Shaken character who receives a second Shaken result is wounded.
• If the damage exceeds the victim’s Toughness by a raise, he’s Wounded. Wounded Extras are Incapacitated and removed from play. Wild Cards can suffer up to three wounds.
• When a Wild Card suffers more than three wounds, he falls unconscious for 1d6 days.

Aftermath & Healing
• A Healing roll on an injured Wild Card heals 1 wound with a success and 2 with a raise. If the roll is failed, the wound must heal naturally.
• Additional Magic or Psionic Healing is possible.

Test of Wills
• Intimidation: Opposed roll versus Spirit. Taunt: Opposed roll versus Smarts.

Setting Rules of note for Savage Dreadlands, Game Mastered by Dan Frederick

Wild Card – All Player Characters and Important NPC, both good and evil, are Wild Cards. Wild Cards roll a Wild Die (d6) with each of their rolls. Wild Cards have their own Bennies and can take more Wounds than Extras.

Fear / Horror Check – Spirit roll (TN is 4 unless otherwise stated). Success means the character is able to carry on. Failure means rolling on the Fright Table (page 98 of Main Savage Worlds book). Characters will become Jaded over time and not need to make fear checks against horrors already encountered.

Traits – Traits refers to both Attributes (Agility, Smarts, Spirit, Strength, and Vigor) & Skills.

Ace (Exploding die) – When one rolls a die and it lands on the max for that die it explodes and is rolled again. Example: a d6 rolls a 6, re-roll the d6 and it gets a 4, your final roll is a 10.

Raise – Rolling 4 points over what you need to succeed is a Raise.

TN – Target Number, the base TN is always a 4 unless the GM states otherwise.

Shaken – If a character is Shaken they are rattled, shocked and must make a Spirit roll to be effective. Once Shaken make a Spirit roll: Failure, free actions only, Success, no longer Shaken and act normally. Spending a Bennie removes Shaken. Try a Spirit roll before spending Bennie.

Modified Critical Failures – If a Wild Card rolls double 1’s on his die it is a Critical Failure! To re-roll costs TWO Bennies! Otherwise the GM will elaborate on the critical incident is that occurs.

Modified Jokers Wild – My Savage games use a deck of cards for Initiative order. My Initiative deck has 4 Jokers placed into it. The deck is shuffled the round after a Joker is dealt.

Bennies – Players can use Bennies to A.) Re-roll any Trait test ie. Attributes test or Skill tests such as Shooting or saving versus a Horror Factor roll using Spirit. Keep highest result. B.) The Blood and Guts rule allows Players to re-roll their Damage roll. Keep highest result. C.) Soak Damage, a character may spend a Bennie to make a Soak roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one. Characters can only make one Soak roll per attack, if a Soak roll eliminates 2 or 3 wounds for example a hero can’t make another Soak roll to eliminate the third wound. Although the Vigor roll can be re-rolled using a Bennie. D.) Extra Effort allows the character to spend a Bennie to add a d6 to a Trait roll. Attributes and Skills only. If done the roll cannot be re-rolled even with a Bennie.

Beasts and...?

Beasts and… Barbarians? Pirates? Sorcerers?

Sword & Sorcery definition & details, HERE.

What is Dreadlands? What does Beasts and Barbarians consist of?

Well, kinda…..


Yes, feared sorcorers! Beasts and Barbarians is a setting that leans heavily on swordplay. Magic is powerful and feared, and must cause wonder when used. For this reason, each party should include no more than a single hero with the Arcane Background. Magic can be very powerful but the true masters of the mystical arts are sorcerers and monks, who are several hundreds of years old and more suitable as adversaries and patrons of the party rather than as playing characters. Heroes can certainly be mages, but they are practitioners, not real masters.

You bet! And much more horrifying monsters!

Beast and Barbarians character classes:

Adventurer: The typical jack-of-all-trades, an adventurer comes from all walks of life and has abilities in various fields. He can be a treasure hunter, a traveler with great wanderlust or a clever scoundrel. Whatever his past, adventures are his daily business.

Amazon: The Dread Sea Dominions are a very chauvinistic world and women are usually seen as objects for pleasure or, even worse, as breeding machines. (Note, this is by far less the case in the South Island Kingdoms). An Amazon is a woman who has emancipated herself; she fights and lives exactly like a man. The Ascaian Amazons are the only Amazon culture of the Dread Sea Dominions, but also outside Ascaia a courageous woman can leave her place in society, take up the sword and prove her worth.

Assassin: An Assassin can find employment in any place and among any culture. He might be a shady lone wolf, a member of the powerful assassin guild of Jalizar, or an executioner following one of the dark cults in the decadent cities of the Iron Empire. Whatever his background, this individual is very skilled in one task: killing.

Bandit: The Empire, the law, and civilization itself are crumbling, and the world is full of wolves ready to take advantage of the situation. This character is one of them. He usually earns his living sacking, pillaging and stealing. Most Bandits are ruthless bastards, but the more sympathetic ones steal from the rich to give to the poor. These individuals are usually liked by the commoners and become the subjects of stories and ballads.

Barbarian: Barbarian literally means “one who stutters” and the word identifies all the people who don’t speak the Imperial language fluently. Today the term refers to all the uncivilized populations beyond the boundaries of the Iron Empire. Traditionally, barbarians have been represented in two ways: as hulking brutes with none of the traits of civilized people, living only by the law of the sword, or as good savages, living peacefully in communion with nature — an ability that the civilized men have lost. Most barbarians don’t perfectly fit either archetype, but are a mix of both.

Courtesan: A courtesan can be an exotic dancer at the court of a prince, or a simple tavern wench. Whatever her origin, she is usually beautiful and, besides her erotic skills, she is quite capable of manipulating the stupid males with her beauty.

Entertainer: Poets, bards, acrobats, mimes and every type of showmen are common in the Dominions. They tell stories, report news and entertain people with their performances. Some of them, as court poets, can be firmly rooted in a single place, but many are wanderers, taking their songs and show wherever they can find an audience.

Gladiator: Gladiators are fighters who combat in the arena for the delight of the crowds. They can be rich celebrities, at whose sight women sigh and faint, but there are also desperate toughs who wrestle with rabid dogs in back alleys for a few copper coins. In many places gladiators are slaves, though they usually lead a better life than a free man, constantly pampered and well nourished by their master. At least until they meet their end in the arena.

Lotus Master: Skilled alchemists, poisoners and healers, these feared individuals know how to use the Lotus to heal a wound, kill a man in a horrible way, or summon strange visions from the air. They are a reclusive sect and very jealous of their secrets.

Mercenary: Some fight for an ideal and some for self defense, but a mercenary fights only for loot and money. Usually, but not always, he is a skilled warrior. A big mouth and impressive appearance might be the only weapons a mercenary possesses and it is diffcult to understand before the battle if the man you hired is a real fighter or just a windbag. But remember, regardless of his skill, a mercenary is first and foremost loyal to his purse.

Monk: Monks are people in search of enlightenment and self perfection. Trough meditation and contemplation they learn how to perform amazing feats impossible for the common man. Some of them can endure thirst and hunger for months, while others can kill a man with a single bare-handed blow. The most famous monks come from faraway Lhoban, but several other monastic groups exist, like the Stylites of the Land of Idols. Some of them are pacifists, philosophers, sages, and men of knowledge, while others, usually martial artists of great prowess, actively fight the evil of the world.

Noble: Decadent princes of Tricarnia, merchant lords of Syranthia, Northlander tribe chiefs, all these people are nobles, born to rule the people, and responsible for their subjects’ safety. They mostly lead a stable and pampered life, but some of them decide, or are forced, to choose the path of adventure.

Nomad: Nomads are constantly on the move. Some of them, like the Valk, are herders, so they are forced to move to let their beasts graze, while others are hunters that follow the migrations of their quarries, like the Ivory Tribes hunting gnus in the Ivory Savannah. Some nomads move on foot but a great part of them have horses and are excellent riders.

Pirate: The scourge of the seas, these men (and woman if from the South Island Kingdoms) don’t know any lord beside the captain of their ship, and hunt and prey on any vessel they find. Some of them still possess a glint of honor and humanity, but for the greatest part they are only a bunch of criminals.

Priest: There are many gods in the Dread Sea Dominions, hence a great number of priests. Despite sharing the same name, there are many differences among them. A depraved priest of Hordan, for example, is very different from a pious Sheppard of the Divine Couple or from a midwife priestess of Etu. Remember that, in the Dread Sea Dominions, priests have no supernatural powers. If they want them, they must devote themselves to sorcery, a very dangerous path.

Sage: Although the world is in the hands of warriors, barbarians and other men of the sword, there are some who actively seek, protect, and preserve knowledge, in all its forms. These individuals are Sages. They might be archivists at the Library of Syranthia or enlightened aristocrats with a passion for books. Whatever their origin, knowledge is what they seek and protect.

Sailor: A wanderer of the seas, a sailor feels more at his ease on the deck of a ship than on solid ground. He has seen a lot of places and kissed women of very different complexions, and he wants more of both. He isn’t against a little piracy if it keeps his purse fat, but mainly he is a traveler and an adventurer.

Slave: Sadly, slavery is very common, so it is no surprise if a hero is born in chains or made a slave. Slaves come from all social classes, and a slave, or an ex-slave, can be a very motivated character and have a very wide array of skills. He can be a lowly servant, but also a warrior slave of the Tricarnian army, or a sage or a scribe kept alive for his unusual abilities. Remember, anyone can fall into slavery.

Sorcerer: Magic is a dangerous business that requires constant application and a strong mind. Te very soul of the practitioner is involved in the dark rituals necessary to bind the arcane forces to the caster’s will. So mages of all types must be aware of the risks they run when they whisper their forgotten spells. A sorcerer is a generic term for all those wizards, warlocks and petty practitioners involved in magic.Although many of them are only charlatans, the few individuals truly gifted with magical powers are among the most powerful, and most dangerous, individuals of all the Dominions.

Thief: Wherever there is wealth, there is someone ready to snatch it. A thief is an expert in stealing property, and no safe, wall, or guard can stop him. She can be a member of a powerful thieves’ guild, like those of Jalizar, or a freelance, but her skills are not in question when it comes to stealth and break-ins.

Warrior: The sword rules the world in this troubled age. This individual can be a clan warrior from the savage north ,a slave fighter of Tricarnia, an elegant cataphracts knight of Syranthia, a member of the Iron Phalanxes, a simple caravan guard or whatever you want, but his main feature is his ability in the art of war.

Have your own character concept some how not covered above, talk to me.


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