About Sansara: Medjan’
The Medjan’ system is an expansion of the Sansara system. The rules, the combat mechanics, the operation of the magic, the biology of the creatures, everything is highly influenced by the concept of realism - but not affecting the gameplay.
The functioning of magic in this universe tries to follow the most logical rules possible. The magic in Medjan works on the basis of mana, the primordial ethereal element that originated all things in the universe. All playable characters have mana and can perform special abilities: spells, prayers, swears, elemental and martial techniques.
Although mana, also called ether, has only one nature, there are three types of magic in Medjan: arcane, patronal and primal. Thus, there are three types of mages: arcane mages, also called wizards; patronal mages, also called priest and warlocks; and primal mages, also known as wizards.
Another initially controversial topic is the anatomy of some creatures. For example, true dragons have only four limbs (a pair of legs and a pair of wings). True dragons differ from wyverns by their size, posture, intellect, wing shape and use of magic. Wyverns are smaller, less intelligent, have a bipedal posture and wings with 4 or 5 fingers. True dragons are bigger, more intelligent, they use their wings to move around on the ground and these wings have a "sixth finger" (the styliform) and can cast primal or arcane magic. Actually, a true dragon is not able to fly without magic (levitation spells or wind control techniques)
The geography and history of Medjan's material plan are based on the real world, with places and events in our world being retold in a fantastic reality.
The intention of this RPG is to create a magical world that is as credible as possible. Where players feel as if they were actually born in Medjan, being absorbed by its setting, history, fauna and flora.
THE DICE
Sansara is a d6 system, in which the rolls use only a set of 3d6 for rolls of defense, attack or skills.
For percentages, d05 is used - a d6 where 6 equals 0. Thus, 4d05 is used to roll percentages: one pair (d05 + d05) for the ten and one for the unit.
The damage value can be rolled by multiples of the d6 or fixed, using the average value of a roll.
It is possible to reproduce the value of several dice only with d6 and d05:
d2 | 1d6: odd values for 1 and even values for 2 |
d3 | 1d6: 1 e 2 = 1; 3 e 4 = 2; 5 and 6 = 3 or 1d6/2 |
d11 | d05+d6 |
d16 | 2d05+d6 |
d21 | 2d05+d6 |
d60 | 1d05 for ten and 2d05 for unit |
d100 | 2d05 for ten and 2d05 for unit |
Note: the values of 00 are equivalent to 60 and 100, when rolling the d60 and d100.
ATTRIBUTES
There arand 6 attributes responsible for the characters' abilities: strength, stoutness, intellect, will, dexterity and perception. Each of these attributes has modifiers that will influence the characters' abilities on rolls.
Strength modifier: influences martial damage, strength rolls and the character's carrying capacity.
Modifier | Martial damage afflicted | Strength rolls | Carrying capacity. (Kg) | Bearable weapons | Bearable armors |
-3 | -3 | -3 | <1 | None | None |
-2 | -2 | -2 | 10 | Dagger | Light |
-1 | -1 | -1 | 20 | Light | Light |
0 | 0 | 0 | 30 | Light | Light |
+1 | +1 | +1 | 40 | Medium | Medium |
+2 | +2 | +2 | 50 | Medium | Medium and Heavy |
+3 | +3 | +3 | 60 | Heavy | Heavy |
+4 | +4 | +4 | 70 | Heavy | Heavy |
+5 | +5 | +5 | 80 | Heavy | Heavy |
+6 | +6 | +6 | 90 | Heavy | Heavy |
Stoutness modifier: influences the physical endurance, vitality and hit points of the character.
Intellect modifier: influences the character's reasoning, knowledge, acutely mental and casting and damage of spells.
Modifier | Intellect rolls | Magic damage |
-3 | -3 | -3 |
-2 | -2 | -2 |
-1 | -1 | -1 |
0 | 0 | 0 |
+1 | +1 | +1 |
+2 | +2 | +2 |
+3 | +3 | +3 |
+4 | +4 | +4 |
+5 | +5 | +5 |
+6 | +6 | +6 |
Will modifier: influences the mental resistance, character interaction with other characters, and mana points.
Dexterity modifier: influences the character's accuracy and agility and the number of martial techniques learned.
Modifier | Rolls of Attack, Defense, Initiative, etc | Land movement (m) | Number of martial techniques learned |
-3 | -3 | 3 | Degree -3 |
-2 | -2 | 5 | Degree -2 |
-1 | -1 | 7 | Degree -1 |
0 | 0 | 9 | Degree |
+1 | +1 | 11 | Degree +1 |
+2 | +2 | 13 | Degree +2 |
+3 | +3 | 15 | Degree +3 |
+4 | +4 | 17 | Degree +4 |
+5 | +5 | 19 | Degree +5 |
+6 | +6 | 21 | Degree +6 |
Perception modifier: influences the perception of the world, self-perception, intuition and instincts of the character.
ROLLS
Test mechanics
A test will almost always compare two rolls: an attacker and a defender, a mage casting a spell and their target resisting, a rogue trying to sneak and the ranger trying to find them. Both sides make a 3d6 roll and add the bonus scores. Whoever has the highest result is successful in the test.
Some other tests will have a difficulty pre-established by the master, such as hitting an inanimate target, a test of knowledge to know some historical fact, etc.
Strength rolls
They involve brute strength and physical effort - like pulling, pushing, carrying, tipping, grabbing, breaking, etc.
Formula: 3d6 + Strength modifier.
Stoutness rolls
They involve physical resistance - how to resist poisoning, extreme temperature, a disease, etc.
Formula: 3d6 + Stoutness modifier.
Intellect rolls
They involve reasoning and knowledge - how to remember dates and facts, memorize information, solve puzzles, understand languages, deduce, etc.
Formula: 3d6 + Intellect modifier.
Will rolls
They involve willpower, mental resistance and interpersonal skills - how to convince, lead, persuade, cheat, intimidate, scare, etc.
Formula: 3d6 + Will modifier.
Dexterity rolls
They involve agility and sharpness - such as stealth, balance, neatness, etc.
Formula: 3d6 + Dexterity modifier.
Perception rolls
They involve activities related to perception, intuition and instincts - such as searching, investigating, feeling magic or paranormal activities, etc.
Formula: 3d6 + Perception modifier.
Initiative rolls
All characters that will participate the combat must take a initiative roll to decide the order of turns. They add their Dexterity modifier.
When a character casts a shooting spell, they must add the attack points to the roll (3d6 + a
Martial attack rolls
When a character engages an unarmed attack or an attack with a melee or ranged weapon, they must perform an attack roll that that matches or exceeds the target's defense or fixed defense roll.
Formula: 3d6 + attack points.
Magic attack rolls
There are two types of magic attack: by shooting and by resistance.
When a character casts a shooting spell, they must add the attack points to the roll (3d6 + attack points) to that matches or exceeds the target's defense or fixed defense roll.
Ex: a mage casts a fire ball or a burst of acid.
However, if the spell is of the resistance type, it must add the points of magic difficulty.
Ex: a mage casts a sleeping spell on a group of goblins. The monsters must take a will roll. The difficulty of the test is the mage's attack roll: 3d6 + magic difficulty points.
The target must performs a roll that matches or exceeds the attacker’s difficulty roll.
Defense rolls
When a character is attacked, they must make a defense check exceeds the attacker's attack test score.
Formula: 3d6 + defense points.
Alternatively, this roll can be replaced by a fixed defense (9 + defense points) to make the combat faster.
Critics
Critical hits (18) indicate that the character was successful in performing the roll regardless of the difficulty. On attack rolls, the critical hit means double damage.
Ex1: an archer had a critical hit with his longbow. The damage, which would be 2d6 + Dex mod, passes to 4d6 + Dex mod.
Ex2: a swordswoman had a critical hit using the martial technique “horizontal slash” with her rapier. Strike damage, which would be 1d6 + 1d6 + For mod, goes to 2d6 + 2d6 + For mod.
nNote: At the master's option, a side effect may occur due to the critical hit.
Critical failures (3) indicate that the character failed the roll regardless of the difficulty. In defense rolls, the critical failure means double damage taken.
nNote: At the option of the master, a side effect may occur due to the critical error.
Advantage
When a character is receiving any help on a roll, they rolls with advantage. This means that they must roll two sets of 3d6 and choose the one with the highest result.
Advantage situations: flanked attack, surprise attack, roll with the help of an expert, etc.
Disadvantage
When a character is suffering a penalty, they rolls at a disadvantage. This means that they must roll two sets of 3d6 and choose the one with the lowest result
Disadvantage situations: using a weapon without having a Strength or Dexterity mod required, attacking when the character is down; attacking on horseback, attacking a target that cannot be seen, etc.
COMBAT ROUND
Turn
After the initiative roll, the characters' turns are taken and combat begins. Each round lasts from 2 to 10 seconds and the characters can take the following actions: move action, bonus action, attack action, free action and reaction.
On its turn, the character can make: 1 move action, 1 attack action and 1 bonus action.
Free Action
They can be performed freely, even outside the character's turn.
Examples: talking, shouting, releasing an object or weapon.
Move Action
It is equivalent to the character's movement on the turn. The attack action can be replaced by an extra move action.
Attack Action
Used for the character to make a melee attack, long range or cast a spell.
n The attack action is lost if the character needs to make a saving throw or draw his weapon.
n Characters wielding two light weapons (or a light and a buckler) can attack one target with both weapons at the same in a turn.
n Characters wielding two light or heavy weapons can attack with only single one per turn, unless the character has the skill dual wielding.
Bonus Action
Fast and complementary action. Usually related to skills, spells and martial techniques.
Reaction
Action used outside the character's turn. Usually related to martial skills, spells and techniques.
CHARACTER CREATION
The creation of characters is made by the Sansara method - the method of Reincarnation, where the player must make 4 rolls: 1d2 (currency) to define the character's gender, 1d100 to define its race, 1d6 to define its gift and 3d6 + 12 for define its wealth.
Gender
The first characteristic to be selected is the gender. You must use a coin - "head" for female and "tails" for male - or 1d6 with odd values for female and even for male.
Race
The second characteristic to be selected for the character is its race. In addition to the choice being random, it also depends on where the adventure takes place. Each region has a proportion of the population of playable races that is translated by the d100:
Race Proportion Table by Region
Region | Human | Gnomian
| Elvian
| Feerian | Giant | Nephilim | Therian | Ungulian | Scalian | Toadian | Rodent | Uncommon |
Palatine Kingdoms | 1-51 | 52-59 | 60-69 | 70-75 | 76-81 | 82 | 83-84 | 85-93 | 94-95 | 96-97 | 98-99 | 100 |
Teudene Kingdoms | 1-51 | 52-64 | 65-75 | 76-81 | 82-87 | 88 | 89-91 | 92-93 | 94-95 | 96-97 | 98-99 | 100 |
Visla-Vened Kingdoms | 1-51 | 52-58 | 59-69 | 70-75 | 76-81 | 82 | 83-90 | 91-93 | 94-95 | 96-97 | 98-99 | 100 |
Dahan | 1-51 | 52-54 | 55-56 | 57-59 | 60-62 | 63 | 64-80 | 81-84 | 85-95 | 96-97 | 98-99 | 100 |
Xipan | 1-51 | 52-54 | 55-56 | 57-59 | 60-62 | 63 | 64-80 | 81-84 | 85-95 | 96-97 | 98-99 | 100 |
Hajima Ban | 1-51 | 52-54 | 55-56 | 57-59 | 60-62 | 63 | 64-80 | 81-84 | 85-95 | 96-97 | 98-99 | 100 |
Kerajan | 1-51 | 52-54 | 55-56 | 57-59 | 60-62 | 63 | 64-80 | 81-84 | 85-95 | 96-97 | 98-99 | 100 |
Nagini Sindu | 1-51 | 52-54 | 55-56 | 57-59 | 60-62 | 63 | 64-80 | 81-85 | 86-95 | 96-97 | 98-99 | 100 |
Mesagea | 1-51 | 52-55 | 56-63 | 64-65 | 66-68 | 69 | 70-80 | 81-88 | 89-95 | 96-97 | 98-99 | 100 |
Ivorya | 1-51 | 52-54 | 55-56 | 57-58 | 59-61 | 62 | 63-84 | 85-93 | 94-95 | 96-97 | 98-99 | 100 |
North Emerya | 1-51 | 52-62 | 63-73 | 74-79 | 80-83 | 84 | 85-90 | 91-93 | 94-95 | 96-97 | 98-99 | 100 |
South Emerya | 1-51 | 52-56 | 57-69 | 70-73 | 74-76 | 77 | 78-88 | 89-93 | 94-95 | 96-97 | 98-99 | 100 |
Proportion of subraces in Palatine and Teudene Kingdoms:
Teudene Kingdoms (d100) | Palatine Kingdoms (d100) | ||
1-51 | Human | 1-51 | Human |
52-53 | Undergnome | 52-53 | Undergnome |
54-56 | Garden gnome | 54-55 | Garden gnome |
57-61 | Halffolk | 56-59 | Halffolk |
62-64 | Dwerg (Dwarf) | 60-62 | Common elf |
65-71 | Common elf | 63-64 | Forest elf (dryad) |
71-73 | Forest elf (dryad) | 65 | Xana |
74 | Night elf | 66-67 | Night elf |
75 | Desert elf (djin) | 68-69 | Desert elf |
76 | Leprechaun | 70-74 | Larian (duende) |
77-78 | Larian (broonie) | 75 | Fairy |
79-81 | Fairy | 76-81 | Giant |
82-87 | Giant | 82 | Nephilim |
88 | d6: 1-3 common common nephilim, 4 ice giant, 5 fire giant, 6 lightening giant | 83 | Coin (d2): head for catfolk and tails for dogfolk |
89 | Coin (d2): head for catfolk and tails for dogfolk | 84 | d6: 1-4 for wolffolk, 5 foxfolk and 6 for bearfolk. |
90 | Wolffolk | 85 | Coin (d2): head for pigfolk and tails for ipotane |
91 | Coin (d2): head for foxfolk and tails for bearfolk | 86-90 | Goatfolk |
92 | Coin (d2): head for pigfolk and tails for goatfolk | 91-92 | Minotaur |
93 | Coin (d2): head for deerfolk and tails for boari | 93 | Coin (d2): head for deerfolk and tails for boari |
94 | Draggenfolk (dragonborn) | 94 | Draggenfolk (dragonborn) |
95 | d6: 1-3 for lizardfolk, 4-5 for snakefolk, 6 for gorgon | 95 | d6: 1-3 for lizardfolk, 4-5 for snakefolk, 6 for gorgon |
96 | Frogfolk | 96 | Frogfolk |
97 | d6: 1-4 for salamanderfolk and 5-6 for batrake | 97 | d6: 1-4 for salamanderfolk and 5-6 for batrake |
98 | Ratfolk | 98 | Ratfolk |
99 | Rabbitfolk | 99 | Rabbitfolk |
100 | Uncommon | 100 | Uncommon |
Proportion of subraces in Visla-ved Kingdoms and Mesagea
Visla-vened Kingdoms (d100) | Mesagea (d100) | ||
1-51 | Human | 1-51 | Human |
52-53 | Undergnome | 52 | Undergnome |
54-55 | Garden gnome | 53 | Garden gnome |
55-58 | Halffolk | 54 | Halffolk |
59-62 | Common elf | 55 | Ebuans |
64-66 | Forest elf (dryad) | 53 | Common elf |
67-68 | Night elf | 54 | Forest elf (dryad) |
68-69 | Desert elf (djin) | 55-56 | Night elf |
70-74 | Larian (broonie) | 57-63 | Desert elf (djin) |
75 | Fairy | 64-65 | Larian |
76-81 | Giant | 66-67 | Giant |
82 | d6: 1-3 common nephilim, 4 ice giant, 5 fire giant, 6 lightening giant | 68-69 | d6: 1-3 common nephilim, 4 ice giant, 5 fire giant, 6 lightening giant |
83 | Coin (d2): head for catfolk and tails for dogfolk | 70 | Catfolk |
84 | Wolffolk | 71 | Dogfolk |
85 | Foxfolk | 72 | Wolffolk |
86-90 | Bearfolk | 73 | Foxfolk |
91 | Coin (d2): head for pigfolk and tails for minotaur | 74-75 | Leopardfolk |
92 | Goatfolk | 76-78 | Lionfolk |
93 | Coin (d2): head for deerfolk and tails for boari | 79-80 | Gnoll |
94 | Draggenfolk (dragonborn) | 81-83 | Minotaur |
95 | d6: 1-3 for lizardfolk, 4-5 for snakefolk, 6 for gorgon | 84-86 | Goatfolk |
96 | Frogfolk | 87 |
Ipotame |
97 | d6: 1-4 for salamanderfolk and 5-6 for batrake | 88 | Antelopefolk |
98 | Ratfolk | 89 | Draggenfolk (dragonborn) |
99 | Rabbitfolk | 90-92 | Snakefolk |
100 | Uncommon | 93-94 | Lizardfolk |
|
| 95 | Gorgon |
|
| 96 | Frogfolk |
|
| 97 | d6: 1-4 for salamanderfolk and 5-6 for batrake |
|
| 98 | Ratfolk |
|
| 99 | Rabbitfolk |
|
| 100 | Uncommon |
Proportion of subraces in North and South Emeryas
North Emerya (d100) | South Emerya (d100) | ||
1-51 | Human | 1-51 | Human |
52 | Undergnome | 52 | Undergnome |
53 | Dwerg (anão) | 53 | Garden gnome |
54-55 | Garden gnome | 54 | Halffolk |
56-59 | Halffolk | 55-56 | Ebuan |
60-62 | Ebuan (jogahoh, nimerigar, manegishi, nirumbee, ishigaq) | 57 | Common elf |
63-70 | Common elf | 58 | Night elf |
71 | Forest elf (dryad) | 59 | Desert elf (saci) |
72 | Night elf | 60-69 | Caipora |
73 | Desert elf (djin) | 70-73 | Larian (duende) |
74-78 | Larian (broonie) | 74-76 | Giant |
79 | Fairy | 77 | d6: 1-3 common nephilim, 4 ice giant, 5 fire giant, 6 lightening giant |
81 | Giant | 78 | Coin (d2): head for catfolk and tails for dogfolk |
82-83 | Bigfoot | 79 | Wolffolk |
84 | d6: 1-3 common nephilim, 4 ice giant, 5 fire giant, 6 lightening giant | 80-81 | Guarafolk |
85-86 | Wolffolk | 82-88 | Jaguarfolk |
87 | Catfolk | 89-92 | Deerfolk |
88 | Dogfolk | 93 | Coin (d2): head for pigfolk e goatfolk |
89 | Bearfolk | 94 | Draggenfolk (dragonborn) |
90 | Foxfolk | 95 | d6: 1-3 for lizardfolk, 4-5 for snakefolk, 6 for gorgon |
91-92 | Deerfolk | 96 | Frogfolk |
93 | Coin (d2): head for pigfolk e goatfolk | 97 | d6: 1-4 for salamanderfolk and 5-6 for batrake |
94 | Draggenfolk (dragonborn) | 98 | Ratfolk |
95 | d6: 1-3 for lizardfolk, 4-5 for snakefolk, 6 for gorgon | 99 | Rabbitfolk |
96 | Frogfolk | 100 | Uncommon |
97 | d6: 1-4 for salamanderfolk and 5-6 for batrake |
|
|
98 | Ratfolk |
|
|
99 | Rabbitfolk |
|
|
100 | Uncommon |
|
|
Thus, if the result of the d100 is from 1 to 51, you are born as human. This makes sense, since most of the population is human in Medjan. If the adventure takes place in the Palatine Kingdoms and the result is 61, you are born as an elvian - a common elf. And so on. The proportion of each race varies in each location.
If the result of the d100 is 100 (uncommon), the game master must choose from the indication of a d6:
1 | Halfbreed (lucian x lucian) | Half-elf, half-giant, etc. Both parent were from lucian races. |
2 | Halfbreed (lucian x not lucian) | Half wolfman, half-satyr, half-boari, etc. One of the parent was not from a lucian race. |
3 | Arcanist dragon | Dragon with acane abilities of the life and death school (animancy or necromancy). It can shift to a size-matching humanoid race. |
4 | Mutant velian | Goblin, orc, cambion or any velian that, for any reason, has a reasonable conscience.
|
5 | Embodied etherean | Any lesser entity that for any reason was cast to the material plane. |
6 | Living puppet | Golem, puppet or an humanoid construtct selfconscience. |
Note: Some races and sub-races will make it impossible or difficult to use common armors and weapons (scalians, ethereals, giants, feerians, gnomians). The player will need to find appropriate equipment.
Race modifiers
Each race has a modification of each attribute that occurs due to its nature. These changes must be accounted for when choosing the class later.
Table of race modifiers
Raça | Strength | Stoutness | Intellect | Will | Dexterity | Perception |
Human | 0 | 0 | 0 | 0 | 0 | 0 |
Elvian | -1 | -1 | 0 | 0 | +1 | +1 |
Gnomian | 0 | 0 | 0 | 0 | 0 | 0 |
Feerian | -2 | -2 | 0 | +2 | +2 | 0 |
Giant | +3 | +2 | -2 | 0 | -2 | -1 |
Nephilim | +1 | +1 | 0 | +1 | -1 | -2 |
Ungulian | +1 | +1 | -1 | -1 | 0 | 0 |
Therian | 0 | 0 | -1 | -1 | +1 | +1 |
Scalian | +1 | +1 | -1 | 0 | -1 | 0 |
Rodent | -1 | -1 | 0 | 0 | +2 | 0 |
Toadian | 0 | 0 | 0 | 0 | 0 | 0 |
Uncommon | - | - | - | - | - | - |
nNote: The sum of the modifiers is equal to zero in all races.
nNote: For players who scored 100 on the d100, the GM must distribute the modifier's score in a manner consistent with the unusual race chosen. The score is at the discretion of the master, as long as the sum is equal to 0.
Gifts
Gifts are characteristics that adventurers are born with. In addition to the d2 (gender) to choose the gender and the d100 to choose the race, the player must roll the d6 to choose the gift..
Matching of gifts with the result of d6:
D6 | Gift |
1 | + 3 in Strength |
2 | + 3 in Stoutness |
3 | + 3 in Intellect |
4 | + 3 in Will |
5 | + 3 in Dexterity |
6 | + 3 in Perception |
Training Points
In addition to the innate score from the natural modifiers of the race and gift, the player also receives 3 training points to distribute among their character's attributes.
In the end, the attribute with the highest total modifier score should guide the choice of the character's class and subclass.
Example 1:
Our adventure takes place in Western Breta, one of the Teudene Kingdoms. The result of the d100 was 46, a human character. The race's attribute modifiers are all 0. The gift's d6 result was 1, so the Strength attribute modifier receives 3 gift points, rising to +3. The player spent 2 training points in Will and 1 point in Stoutness.
Attribute | Modifiers |
Strength | +3 |
Stoutness | +1 |
Intellect | +1 |
Will | +1 |
Dexterity | 0 |
Perception | 0 |
As you can see, the character's gift is Strength, indicating that the character should become a warrior. The player has distributed their training points in will, intellect and stoutness, indicating that they intends to be a paladin, dark knight or arcane warrior.
Example 2:
The player, however, can choose that their character is from another class, but they cannot change the gift indicated by the d6, which may render their character unfeasible.
What if instead of wanting to be a warrior, our player wants their character to be a mage?
They could spend their training points to increase the intellect and will modifiers:
Attribute | Modifiers |
Strength | +3 |
Stoutness | 0 |
Intellect | +2 |
Will | +1 |
Dexterity | 0 |
Perception | 0 |
Example 3
This time our player scored 76 on the d100: a leprechaun. In the Teudene Kingdoms are the highest concentration of feerians, including fairies. The feerian have great dexterity and will, but low strength and stoutness.
Natural modifiers of the feerian race:
Attribute | Modifiers |
Strength | -2 |
Stoutness | -2 |
Intellect | 0 |
Will | +2 |
Dexterity | +2 |
Perception | 0 |
The result of the gift d6 was again 1. The gift was Strength again. This time the score of the attribute goes from -2 to +1 when adding the gift points. However, a feerian warrior seems to be a very difficult character to play. The 3 training points were spent on Intellect, whose modifier rose from 0 to +3. In this way the character can be a leprechaun of some magical class.
Attribute | Modifiers |
Strength | +1 |
Stoutness | -2 |
Intellect | +3 |
Will | +2 |
Dexterity | +2 |
Perception | 0 |
The player could also have spent the 3 training points in Dexterity, increasing the attribute modifier from +2 to +5, creating, for example, an extremely agile scout leprechaun, but with a smaller magic tuning:
Attribute | Modifiers |
Strength | +1 |
Stoutness | -2 |
Intellect | 0 |
Will | +2 |
Dexterity | +5 |
Perception | 0 |
nNote: every time a character rises a degree, they gain 3 more training points.
Wealth
A 3d6 + 12 determines how many gold coins the character has acquired so far. In addition to gold coins (GC), there are also platinum (PG), silver (SC) and bronze (BC) coins.
Currency conversion table (based on BC).
1 PC | 10.000 BC |
1 GC | 1.000 BC |
1 SC | 100 BC |
1 BC | 1 BC |
Character's Name
The GM must choose a name according to the origin, race and gender of the character. Modern names should be avoided in order not to compromise the medieval aesthetics of the game, as well as names that do not correspond to the location where the character was "born". If the player does not like their name, they can go to a notary to pay to change it.
Expertises
These are qualities trained by the character that are related to one of their attributes or their class. When performing a skill roll, the character adds a bonus equivalent to their degree.
The same for attack rolls. If the character has proficiency with the type of weapon or magic focus they are wielding, it adds a bonus equivalent to their degree the attack roll.
Expertises:
Expertises of Strength | Effort |
Expertises of Stoutness | Physical resistance |
Expertises of Intellect | Arcane knowledge |
Historic knowledge | |
Natural knowledge | |
Medic knowledge | |
Religious knowledge | |
Deception | |
Insight | |
Expertises of Will | Acting |
Persuasion | |
Intimidation | |
Mental resistance | |
Expertises of Dexterity | Stealth |
Initiative | |
Acrobatics | |
Sleight of hand | |
Expertises of Perception | Magical perception |
Watch (passive perception) | |
Investigation (active perception) | |
Intuition | |
Expertises of Attack | Long range weapons |
Light melee weapons | |
Medium melee weapons | |
Heavy melee weapons | |
Magic focus | |
Unarmed attack |
The character has 6 expertises of its class. The player can also purchase a expertise with their training points earned by leveling up (1 pt = 1 new expertise).
Skills
They are actions that your character knows how to do due to its training in a certain class.
There is a possibility to buy a skill with training points earned when a character rises in rank (3 pt = 1 new skill).
Skill | Description | Basic prerequisites |
Agility on any terrain | The character ignores movement penalties in difficult terrains. | Dex mod +2 |
Auxiliary parry | Once per round , the character can try to use its weapon or shield to parry a attack towards a adjacent ally as a reaction. The player makes a parrying roll (3d6 + Dex mod + weapon parrying points) againt the attacker roll.
| Dex mod +2 |
Ataque desarmado | Em ataques corpo-a-corpo desarmados, além da força, o jogador pode adicionar o mod de vontade e destreza ao dano causado.
| Wil mod 0, Str mod 0 |
Ataque colérico | O personagem ataca com desvantagem, porém com dano crítico se acertar. | Str mod +1, arma média ou pesada |
Ataque mágico coordenado | O personagem substitui o mod de destreza pelo de Int na rolagem de ataque de uma magia do tipo disparo. | Int mod +2 |
Ataque surpresa | Além de atacar com vantagem, o personagem causa um dano crítico se acertar o alvo desprevenido. | Dex mod +2 |
Ataque troglodita | Substitui a Des por For nas rolagens de ataque. | Str mod +2 |
Ataque perspicaz | Adiciona o mod de Int ao dano de um ataque marcial. | Int mod +1 |
Ataque preciso | Substitui a força por destreza no dano em ataques corpo-a-corpo. | Dex mod +1 |
Banimento do ungido | A entidade etérea faz o teste de vontade contra a magia de banimento em desvantagem. | Wil mod +3 |
Benção | Os deuses concedem proteção ao personagem. Até três vezes por dia, o personagem ou algum aliado pode realizar qualquer teste em vantagem. | Wil mod +1 |
Bom truque | Ao usar uma magia de ilusão, o personagem recebe 1d6 for somar num teste de atuação, enganação, persuasão ou intimidação. | Int mod +1, Wil mod +0 |
Campeão de justas | Quando montado, causa quatro três vezes o dano com uma lança curta ou longa. | Habilidade combate montado, empunhar uma lança |
Combate às cegas | O jogador não fica em desvantagem lutando contra inimigos que não pode ver. | Mod de Per 0 |
Combate com duas mãos | O personagem pode empunhar duas armas e atacar duas vezes sem que o segundo ataque seja em desvantagem. | Dex mod +1, portar uma arma em cada mão |
Combate montado | O personagem pode lutar enquanto cavalga sem desvantagem | Mod de Des 0 |
Defesa natural | Quando o jogador estiver sem armadura, ele ganha +3 de pontos de defesa; +2 utilizando armaduras leves 2 e +1 utilizando armaduras médias. | Mod de Rob +0 |
Derrubar | O personagem soma 1d6 em testes para derrubar. | Str mod +2 |
Desarmar | O personagem soma 1d6 em testes para desarmar. | Dex mod +2 |
Epifania | O personagem soma 1d6 em testes envolvendo deduções e adivinhações. | Mod de Int+2 |
Esquiva | O personagem é bom em esquivas: +1 de defesa | Dex mod +2 |
Magia arcana | O personagem pode lançar magias arcanas (feitiços). | Int mod 0 |
Magia elementar modelada | Permite manipular certas magias elementais, como dividir paredes de fogo ou pedra, moldar caminhos de gelo, mover escadarias de pedra, etc. Consulte o mestre sobre o que pode fazer. | Mod de Int+2 |
Magia inescapável | Até três vezes por dia, o adversário faz o teste de dificuldade da magia lançada pelo personagem em desvantagem. | Int mod +3 |
Magia múltipla | O personagem é capaz de lançar a mesma magia mais de uma vez por turno (quantidade de vezes igual ao seu grau: 2 vezes para quartzo, 3 for berilo, 4 for crisobeirlo, 5 for coríndon and 6 vezes para diamante). O custo em PM é multiplicado também. | Int mod +2 |
Magia não-gestual | O personagem é capaz de lançar magias ignorando o compontente somático. | Int mod +1 |
Magia não-verbal | O personagem é capaz de lançar magias ignorando o componente verbal. | Int mod +1 |
Magia primal | O personagem pode lançar magias primais (técnicas elementais). | Int mod 0 |
Magia patronal | O personagem pode lançar magias patronais (preces ou praguejos). | Int mod 0 |
Magia superior | O personagem pode lançar uma magia conhecida no grau acima do seu. O custo em PM acompanha o grau da magia. | Int mod a +2 |
Magia ulterior | O personagem pode lançar uma magia conhecida em qualquer grau acima do seu. O custo em PM acompanha o grau da magia. | Int mod +3, magia superior |
Mago arcanista | O feiticeiro pode escolher uma escola de magia arcana para se especializar. Ele aprende uma magia extra desta escola a cada novo grau. | Int mod +1 |
Mago elemental | O sorcieiro pode escolher um elemento para se especializar. Ele aprende uma magia extra deste elemento a cada novo grau. | Int mod +1 |
Maldição | Os deuses concedem má sorte aos inimigos do personagem. Até três vezes por dia, um adversário do personagem deve jogar em desvantagem. | Wil mod +1 |
Milagre | Uma vez por dia, o personagem pode fazer uma súplica para que seu patrono interceda por ele e mude o destino. O patrono concede que a falha de um aliado vire automaticamente um acerto ou que um acerto de um inimigo vire automaticamente uma falha. | Wil mod +3 |
Mira acurada | O personagem pode gastar uma ação de ataque para mirar no alvo. No próximo turno o personagem ataca com vantagem. | Dex mod +2 |
Múltiplos alvos | O personagem é capaz de atirar um número de flechas igual ao seu grau | Dex mod +2 |
Orientação | O jogador suplica a sua divindade por orientação. Joga com vantagem testes de Intellect e Perception | Wil mod +1 |
Pacto de conjuração | O jogador pode fazer um pacto com uma criatura para fins de conjurá-la. É necessário aprender uma magia de conjuração posteriormente. | Mod Int +1 |
Preparação minuciosa | O personagem gasta uma ação de ataque para obter vantagem na próxima jogada. |
|
Recarga rápida | A recarga de uma arma de fogo deixa de custar uma ação de ataque e passa a ser uma ação bônus. | Dex mod +3 |
Recarga de mana | Quando fica sem mana, o personagem tem vantagem ao fazer o teste de recarga, além de somar uma quantidade de mana igual ao seu mod de Von. | Mod Int 0 |
Sentinela | O personagem joga com vantagem em testes de percepção. | Mod de Per +1, habilidade vigia |
Técnica marcial | O personagem pode realizar técnicas marciais. | Mod de Des 0 |
Trato com animais | O personagem tem afinidade com animais. O jogador soma 1d6 em testes para acalmar, assustar ou domar um animal. | Wil mod 0 |
Trespassar | Ao derrubar um inimigo, o personagem pode atacar outro em seguida. | Mod de Des 0 |
Velocista | Uma vez por dia, durante 1 hora, a pontuação do mod de des do personagem aumenta 1d6. Seu deslocamento, sua pontuação de ataque e defesa são alterados durante esse período. | Mod de Des 0 |
Vigia | O personagem soma 1d6 em testes de percepção. | Mod de Per +1 |
CLASSES AND SUBCLASSES
There are 3 main classes in Medjan, each related to two of thand 6 attributes:
Class | Attributes |
Warrior | Strength and stoutness |
Mage | Intellect and will |
Scout | Dexterity and perception |
These 3 classes have variations, subclasses and archetypes. Ex: The mage has the variations elemental mage (sorcerer), arcane mage (wizard) and patronal mage (priest or warlock). The wizard, on the other hand, will have the sub-classes alchemist, life and death mage, diviner, conjurer, enchanter and illusionist; the life and death mage will have the archetypes animancer and necromancer.
Warrior
The warrior is the class that should preferably be equipped with heavy armor and shields. In addition to heavy weapons.
Skills: martial technique and thorough preparation.
Expertises: effort, physical resistance, acrobatics, heavy melee weapons and +2 to choice.
Knight
Common subclass of warrior, with a large number of variations around the world. They are generally loyal and can serve a nobleman.
Local variations: Juramentado, Boyar, Baghatur, Youxia, Samurai, Hwarang, Maharlika, Timawa, Kshatriya, Ghazi, Sipahi, Conquistador, Yaoquizqueh.
Attributes: strength, stoutness and dexterity.
Skills: martial technique, auxiliary nib and mounted combat.
Expertises: effort, initiative, acrobatics, medium melee weapons and +2 to choice.
Paladin
A knight anointed by a benevolent deity. They have great willpower and are able to perform cleric's basic patronal spells (prayers), mainly related to healing.
Number of known prayers: Int mod + degree.
Attributes: strength, robustness and will.
Skills: martial technique, patronal magic and conjuration pact.
Expertises: effort, persuasion, religious knowledge, medium melee weapons and +2 to choice.
Dark Knight
An antipaladin. A knight anointed by a maleficent deity, like Veli, Hogali or Malera. They can perform warlock’s basic patronal spells (swears).
Number of known swears:Int mod + degree.
Attributes: strength, stoutness and will.
Skills: martial technique, patronal magic and conjuration pact.
Skills: effort, intimidation, religious knowledge, medium melee weapons and +2 choice.
Arcane Warrior
Warrior initiated in the arcane arts.
Number of known spells: Int mod + degree.
Attributes: strength, intellect and will.
Skills: martial technique, arcane magic and non-gestural magic.
Expertises: effort, arcane knowledge, mental resistance, medium melee weapons and +2 to choice.
Martial Artist
They are warriors with great skill and will. Some martial artists are able to learn the “Elemental Strike” technique. The number of different elements that the martial artist can cast is equal to his Int mod. In eastern Megala they are called monks.
Attributes: strength, dexterity and will.
Skills: martial technique, unarmed attack and primal magic.
Expertises: effort, physical resistance, magic perception, unarmed combat and +2 to choice.
Warden
They are warriors who can master primal magic.
Number of known elemental techniques: same as Int mod.
Attributes: strength, stoutness and will.
Skills: martial technique, primal magic and non-gestural magic.
Expertises: effort, magic perception, natural knowledge, medium melee weapons and +2 to choice.
Barbarian
Wild warriors. In the Teudene Kingdoms and in Northern Emeria there is a variation: the Vikings.
Attributes: strength, stoutness and will.
Skills: martial technique, wrathfull attack and natural defense.
Expertises: physical resistance, effort, intimidation, heavy melee weapons and +2 to choice.
Scout
Agile and skilled, they usually use one-handed weapons and bows.
Skills: martial technique and watchman.
Skills: initiative, stealth and investigation, light melee weapons and + 2 choice.
Swordsman
They are usually equipped with light and medium armor and one-handed cutting weapons.
Variations by location: Hussar, Ryajput, Kaskaramaster.
Attributes: dexterity, strength and perception.
Skills: martial technique, parry and precise attack.
Expertises: initiative, effort, acrobatics, medium melee weapons and + 2 to choice.
Dimacheer
Dual wielder swordsman. As they are not usually equipped with shields and two-handed weapons, they often use a pair of weapons (swords, daggers or any usually one-handed weapons).
Attributes: dexterity, perception and strength.
Skills: martial technique, parry and dual wielding combat.
Expertises: initiative, acrobatics, sleight of hand, medium melee weapons and +2 to choice.
Divine Swordsman
Swordsman anointed by a benevolent entity. Performs basic prayers of a priest.
Number of known prayers: Int degree + mod.
Attributes: dexterity, strength and will.
Skills: martial technique, patronal magic and non-gestural magic.
Expertises: initiative, acrobatics, persuasion, medium melee weapons and +2 choice.
Witcher
Swordsman who goes through several experiments to improve his skills and physical endurance. They manage to master the elements and live hunting monsters and fighting wizards and abominations.
Number of known elemental techniques: same as Int mod.
Attributes: dexterity, intellect and stoutness.
Skills: martial technique, primal magic and mana recharge.
Skills: physical endurance, magic perception, investigation, medium melee weapons and +2 choice.
Arcane Swordsman
A swordsman initiated in the arcane arts.
Number of known spells: Int grade + mod.
Attributes: dexterity, intellect and will.
Skills: martial technique, arcane magic and non-gestural magic.
Expertises: initiative, acrobatics, arcane knowledge, medium melee weapons and +2 to choice.
Elemental Swordsman
They are swordsmen who can master the elements.
Number of known elemental techniques: same as Int mod.
Attributes: dexterity, strength and will.
Skills: martial technique, primal magic and non-gestural magic.
Skills: initiative, acrobatics, magic perception, medium melee weapons and + 2 choice.
Rogue
They can become murderers, pirates and thieves. They are usually equipped with light and medium armor and one-handed cutting or piercing weapons.
Local variations: in Xipan there is a variation of this subclass - the ninja.
Attribute: dexterity, intellect and will.
Skills: martial technique, precise attack and surprise attack.
Expertises: initiative, stealth, sleight of hand, light melee weapons and +2 to choice.
Arcane Rogue
A rogue initiated in the arcane arts. Has basic skills of an arcane mage.
Number of known spells: Int grade + mod.
Attributes: dexterity, intellect and will.
Skills: martial technique, arcane magic and surprise attack.
Expertises: stealth, sleight of hand, arcane knowledge, light melee weapons and +2 to choice.
Witch Rogue
A rogue who made a pact with a maleficent entity. Performs basic swears of a warlock.
Number of known curses: Int mod + degree.
Attributes: dexterity, intellect and will.
Skills: martial technique, patronal magic and surprise attack.
Expertises: stealth, sleight of hand, deception, melee weapons and +2 choice.
Elemental Rogue
They are rogues with the ability to master the elements.
Number of known elemental techniques: same as Int mod.
Attributes: dexterity, will and perception.
Skills: martial technique, primal magic and surprise attack.
Expertises: stealth, sleight of hand, magic perception, light melee weapons and +2 to choice.
Ranger
Scout who ventures into the most remote and unknown regions, sharpening their senses and connecting with primal magic.
Number of known elemental techniques: Int mod + degree.
Attributes: dexterity, will and perception.
Skills: martial technique, primal magic and dealing with animals.
Expertises: acrobatics, research, natural knowledge, ranged weapons and +2 to choice.
Elemental Archer
An archer who can cast primal spells in the form of elemental arrows. Number of known elemental techniques: same as Int mod.
Attributes: dexterity, perception and will.
Skills: martial technique, primal magic and mana recharge.
Expertises: initiative, acrobatics, magic perception, ranged weapons and +2 to choice.
Arcane Archer
Archer initiated in the arcane arts.
Number of known spells: Int mod + degree.
Attributes: dexterity, perception and will.
Skills: martial technique, arcane magic and mana recharge.
Expertises: initiative, acrobatics and arcane knowledge, ranged weapons and +2 to choice.
Mage
There are three types of magicians: sorcerers, wizards and priests/warlocks. Each related to a type of magic: primal, arcane and patronal.
Priests
Priests are servants of the gods and other ethereal entities, their powers being derived from them.
Number of known prayers: Int mod + degree.
Skills: patronal magic, blessing and guidance.
Expertises: religious knowledge, acting, persuasion, magic focus and +2 to choice.
Cleric
Priests who serve the gods of the ancient Daneu pantheon. They mainly have healing, protection and stunning spells, but they are also knowledgeable about offensive spells Although, paladins and divine swordsmen are sometimes called clerics too for they be part of Clergy.
Number of known prayers: Int degree + mod.
Skills: patronal magic, blessing and guidance.
Expertises: religious knowledge, acting and persuasion, magic focus and +2 to choice.
Shaman
Priests who follow the countless spirits of nature or the god of their people. In addition to healing spells, they often know spells involving the forces of nature.
The fairies have many clerics of the goddess Modera, while the other feerian subraces have druids who worship minor gods linked to the forces of nature.
A shaman need not follow a specific god. Their powers can be chancellored by various entities of nature or ancestral spirits of their people.
Local variations: Druids, Volkhvy, Dukun, Kannagi, Dervish, Nganga, Sangoma, Pajé.
Number of known prayers: Int mod + degree.
Skills: patronal magic, conjuration pact and handling with animals.
Expertises: religious knowledge, performance, natural knowledge, magic focus and +2 to choice.
Bard
Priests or Warlocks of Doremi, the god of music. Their powers are linked to their inspiration in this art. A bard's magic focus is their musical instrument and the recitation of their magic is the music itself.
Number of known prayers: Int mod + degree.
Skills: patronal magic, non-gestu
Expertises: acting, persuasion, historical knowledge, magic focuses, +2 choice.
Warlock
Warlocks and witches are not exactly priests, but their magic is bestowed by a higher entity in exchange for favors. They are usually maleficent gods, demons or spirits. Like shamans, wizards do not necessarily need to follow a specific patron or deity, and can bargain their powers from various different spirits and entities.
Number of known swears: Int mod + degree
Skills: patronal magic, curse and conjuraction pact.
Expertises: religious knowledge, acting, intimidation, magic focus and +2 to choice.
Wizard
Arcanism’s scholars, a type of magic taught long ago to the lucian races by the fallen god Awtara.
A wizard knows a number of spells from any arcane school equal to their Int mod + degree. In addition, they learn a extra spell from their arcane school at each degree due to the arcanist mage skill.
Ex1: an animancer in the glass degree (1st degree) has the Int mod of +2. She knows 3 spells from any arcane school + 1 spell from the school of animancy. In the quartz degree, she gains an extra animancy spell and so on.
Ex2: an illusionist in the chrysoberyl degree (4th degree) has the Int mod of +5. He knows 9 spells from any school + 4 spells from the school of illusionism.
Conjurer
Wizards who deal with spells that involve the disruption of space, such as teleportation, portals and conjurations. They can seal summoning contracts with creatures from the material or ethereal plane.
Main archetypes:
Master of elementals: they make pacts with ethereal beings that manifest themselves in the material plane on the elemental form.
Master of beasts: make pacts with magical beasts.
Door masters: experts in teleportation spells and portals.
Skills: arcane magic, arcanist mage and conjuration pact.
Expertises: arcane knowledge, natural knowledge, mental resistance, magic focus and +2 to choice.
Diviner
The most esoteric of the magic schools, divination studies basically everything. The diviners look for patterns in astronomical and natural events, in the flow of mana, in political and historical events. Based on the patterns studied, they are able to make predictions about what is happening somewhere or what may happen. The main spells used by them are related to enhancing their own cognitive and perceptual expertises and abilities, so that they can make more accurate predictions. In addition to psychic spells to read the minds of targets.
Skills: arcane magic, wizard wizard and epiphany.
Expertises: arcane knowledge, deduction, mental resistance, magic focuses, +2 choice.
Life and Death Mage
Wizards who know the magic about life and death.
The main archetypes are:
Animancers: specialize in spells on the living, as healing and enhancing spells.
Necromancers: those who specialize in spells on the dead, and sickening.
Skills: arcane magic, arcanist mage and conjuration pact.
Expertises: arcane knowledge, medical knowledge, mental resistance, magic focus and +2 to choice.
Alchemist
Wizards who have intimate knowledge of the matery and how to modify it.
Skills: arcane magic, arcanist mage and conspiracy pact.
Expertises: arcane knowledge, natural knowledge, mental resistance, magic focus and +2 to choice.
Illusionist
Wizards masters of illusion spells.
Skills: arcane magic, wizard wizard and good trick.
Expertises: arcane knowledge, deception, mental resistance, magic focus and +2 to choice.
Enchanter
Wizards who have extensive knowledge of complex spells, capable of momentarily or permanently altering the nature and function of objects and living beings.
There are several archetypes within this school of magic, the main ones being:
Abjurers - specialists in protection spells.
Charmists - spell specialists who control the minds of creatures and other beings.
Artificers- experts in creating magical items.
Skills: arcane magic, arcanist mage and mana recharge.
Expertises: arcane knowledge, historical knowledge, mental resistance, magic focus and +2 to choice.
Sorcerer
Also called elemental mages, they are able to manipulate primal magic.
A sorcerer knows a number of elemental techniques of any element equal to their Int mod. In addition, they learn an extra elemental technique from their element at every degree due to the elemental mage skill.
Ex1: a fire mage in the glass degree (1st degree) has the Int mod of +2. He knows 2 elemental tecniques from any element and 1 fire tecnique. In the quartz degree, he learns one more fire tecnique and so on.
Ex2: an earth mage in the chrysoberyl degree (4th degree) has the Int mod of +5. She knows 5 techniques from any element + 4 earth techniques.
Skills: primal magic, elemental mage and mana recharge.
Expertises: intuition, natural knowledge, magic perception, magic focus and +2 to choice.
RACES AND SUBRACES
There are 12 playable race in Medjan. Six lucian races (elvians, gnomes, feerians, humans, nephilim and giants) and six non-lucian races (ungulians, therians, toadians, rodents, scalians and the uncommons).
Lucia races
They were created by Helo with the aim of worshiping the titans.
Elvians
They differ from humans for their greater longevity (live up to 300 years) and their pointed ears. The elves inhabited all of Keratea, west of Megala, north of Ivorya and southern Emerya, but were almost wiped out by the orcs.
Common elves
They are the most common elvian sub-race. They are allies of the human teudens. Common elves live in large urban centers and even form reasonably independent elvian cities. They have great rivalry with the fairies (due to the conflicts of the teudene invasion of the Bretas Isles) and with the dwergs.
Alfheim was an ancient kingdom of common elves between Teudland and Nordland. Its capital was the city of Lorenen, which still exists today.
Forest elves
Also known as dryads and nymphs, these elves do not come as close to human civilization as common elves. They live isolated in cities hidden among the forests of Keratea.
Night elves
Also called "vampire elves", they were cursed by the goddess Hogali. They live longer than their relatives, up to 500 years, but they have a weakness for light and some of them feed on blood. They have generally pale skin and black hair when young. However, their skin becomes grayer and darker as obsidian and their hair white and platinum as they aging.
They tried to form a kingdom, Izakai, between the border of the Palatine and Visla-Vened Kingdoms,but they were massacred. Most of the Night elves fled to Unda-Yera, the underworld. And those who remained on the surface are nomads who have great contempt for the other lucian races.
Desert elves
Also called djins, they live in the desert of Mesagea and northern Ivorya. They are probably the oldest elven lineage. Due to the environment they live in, they have tanned skin.
Zerzura is a djin city in southern Mesagea.
Bunians
Forest elves who migrated to the southeast of Megala in Kerajan. They have white to dark skin and black hair.
Caiporas
Forest elves who migrated to South Emerya thousands of years ago, coming from the southeast of Megala. They have dark skin and black or auburn hair.
Feerians
They are about 1 to 1.5 meters tall and have pointed ears. Initially, the feerians inhabited almost all of Keratea. With the rise of goblins, their population began to be decimated.
Leprechauns
One of the oldest feerian tribes. Almost extinct, they live in remote forests.
Azizas
One of the feerian tribes that migrated to Ivorya fleeing the goblins thousands of years ago.
Larians
After the appearance of goblins, some fererians tribes associated themselves with human beings, becoming servants. In this way emerged the duendes of Luzea and Castelea, the nisses of Nordland, the visla-vened domovoi, the broonies of Teudland and Western Breta and the other larians.
Fairies
They differ from the larians and leprechauns fot having artificial wings that mimic insect wings.
Some fairy tribes that inhabited the Bretas Islands refused to serve humans. Instead, they pleaded with the gods for protection. Only the goddess Modera answered their call.
She made a revelation to Oberes, a Druid priestess. When a young fairy reached puberty, four petals of the lunar flower should be glued to their back with nectar from the same plant during a full moon night. The young feerians should be wrapped in a cocoon made of silk. The small, white petals would turn into wings similar to those of butterflies and bees. That's how fairies was born. And this ritual came to be called the Chrysalis Festival.
Oberon, son of Oberes, unified almost all the fairy tribes of the Bretas Islands and became the First Fairy King.
Later on, the fairies would form an alliance with the Keltin humans against the Teudene invaders and their elvian allies.
Fairies are divided into three castes: common fairies (with bee wings), pixies (with butterfly and moth wings) and sprites (with dragonfly wings).
Gnomians
Also called gnomes, they are relatives of human beings, but have short stature: around 1 to 1.5 meters in height. They inhabited several continents, but were almost wiped out by the trolls.
They differ from the feerians by their non-pointed ears, like those of humans and giants.
Undergnomes
They live mainly underground. There are villages and even underground cities of these gnomes throughout Keratea.
Garden gnomes
They live in forests, small villages and sometimes as servants.
Halffolks
They live in country villages across northern Keratea. They are the friendliest subrace of gnomes.
The main physical difference between a halffolk and the other gnomes is their large feet with a hairy back.
Due to their proximity to the rabbit people, the halffolks ended up adopting the rabbit goddess of love and fertility Feneri as their patron.
Dwergs
Also called dwarves, they are the most robust subrace of gnomians. They live in northern Keratea, often in villages dug out of mountains and volcanoes. The dwergs adopted the choleric and temperamental volcanic god Randora as their patron.
Ebuan
Gnome tribes scattered across the southeast of Megala and Emérias.
Humans
Yera's most populous and diverse race today, with various ethnicities and cultures. Not even the emergence of cambions was able to decrease the human population.
Humans worshiped several deities, including the 12 gods of the Danean pantheon. Today, the main religion among humans is the Clergy of Helo.
In addition to different ethnic differences, there are variations among humans due to some mutation or curse. Like triclopes, human vampires and lycanthropes.
Giants
They are about 3 to 3.5 meters high and have great physical strength. They inhabited all continents, but with the appearance of ogres, their population has almost become extinct. Currently, there are tribes of giants in Keratea, Mesagea, Nagini and in South Emerya.
Cyclops
Cursed subrace of giants. Lifemo, the leader of a giant tribe, once attacked a settlement of human triclopes, devouring everyone there. This offended Titan Tatara, the three-eyed dragon and creator of the triclopes. As punishment, the people of Lifemo gained a third eye on their forehead while the other two closed forever.
Some animancers believe that the cyclops came about after a mutation from eating the meat of triclopes.
Nephilim
Ancient and almost extinct race related to feerians and elvians. They are between 2.5 to 3 meters tall and have pointed ears like their relatives.
Nephilim are easily mistaken for giants. The only thing that betrays their identity is the pointed ears, almost always hidden by helmets, hoods or a long hair.
Ice giants
A subrace of nephilim that inhabits cold areas. They have resistance to freezing damage.
Fire giants
A subrace of nephilim that inhabits volcanic areas. They have fire damage resistance.
Lightning giants
A subspecies of nephilim that inhabits the top of mountains, remote islands or floating castles in Ova-Yera. They have resistance to electrical damage.
Non-Lucian Races
Non-lucian races are not actually races, but sets of different races that have evolved in parallel and have several characteristics in common.
Therians
Also called beast people. They are agile and fierce. Some coexist well with the lucians, like the catfolk and dogfolk. Others are always involved in disagreements, like the wolffolk and the foxfolk. But most are too wild to live with.
Therians should not be confused with a humanoids capable of changing shape. For example, a wolfman or wolfwoman is a humanoid who was born in the wolf people, while a werewolf is a lucian who can transform into a wolfman or a dire wolf. A werewolf's metamorphosis can be the result of animancy or a curse.
Wolffolk
Ferocious and proud, werewolf tribes were far more numerous in the past. They harbor a great resentment towards humans, especially wizards who perform rituals of animancy to raise werewolves.
Foxfolk
Known in the East as huli jing and kitsunes, the fox people are smart and agile. Their wit makes them not well regarded by humans, who see them as liars and deceivers.
Tigerfolk
Big and strong, the tiger people live in Megala. Very powerful ancient mages of this people were corrupted and became known as rakshasas.
Dogfolk
Together with the cat people, it is one of the few therian race that lives peacefully with lucians.
Catfolk
Ailurians (cat people) are the smallest of the terian breeds. They are usually the size of feerians and gnomians. They love the big human and elvian cities.
Leopardfolk
Leopard people live in Ivorya where they remain in conflict with gnolls and lion people.
Lionfolk
The lion people are the most powerful therian race in Ivorya. However, their power is often threatened by gnolls and leopard people.
Bearfolk
The largest of the therian race, bear people live in seclusion in forests and mountains.
There are four major tribes: the black ones, the white ones, the brown one and the black and white ones.
Gnolls
The gnolls, or hyenafolk, are an aggressive therian race that lives in Ivorya.
Jaguarfolk
The jaguars are the therian race native to South Emerya.
Ungulians
Also known as hoof-people, the ungulians are strong and resistant. Veli, the satyr god, was an ungulian deity, protector of nature. His hatred of lucians has corrupted him into a malevolent and vindictive entity.
Deerfolk
The idyllic deer people live in the forests of all Yera.
Minotaurs
Also called bull people, minotaurs are strong and brave. They are the largest of the ungulian races, reaching up to 3 meters in height.
Ipotanes
Better known as horse people, ipotanes are an almost extinct race found in a few places in Keratea. Some mages believe that they were the inspiration for ancient necromancers to create centaurs. Others think that centaurs are an alien race from another plane.
Pigfolk
Numerous ungulian race that lives next to humans and gnomes.
Boari
Boar people, better known as boaris, pride themselves on their strength and savagery, unlike pig people, who in the boari view would be weak.
Goatfolk
The race of satyrs and fauns. Goat people were the most numerous ungulian race in the past. They were brutally chased by the lucian because of the fall of the god Veli.
Scalians
Draggenfolks
Draggen are the proud descendants of dragons. They are believed to have been created by the god Godera. That is why the majority of priests and paladins of this god are draggen. Every draggen, with at least Int +1, can learn the “elemental breath” or “primitive breath” of Godera.
Gorgons
Gorgons originated from basilisks. The lower part of their body is serpentine and the upper part is vaguely humanid. Every gorgon, with at least Int +1, can learn the “petrifying look” of basilisks.
Medusa, a former Gorgon queen who was deceived by a lucian king and turned into an abomination, has achieved semi-divinity status.
Snakefolk
Snake people are very reminiscent of gorgons, but they do not have the blood of basilisks in their veins.
Lizardfolk
They are less illustrious members of the scales. They live from swamps to deserts.
Toadians
They are three related races that live in rivers, lakes and swamps.
Frogfolk
Frog people are the most common variety of toadians.
Salamanderfolk
The peaceful and bucolic salamander people live in riverside communities.
Batrake
The mysterious batrake people resemble human beings, despite their amphibious features.
Rodents
They are small and have large incisor teeth.
Rabbitfolk
The peaceful rabbit people live in forests and on hills. They often form communities with halffolks.
They are worshipers of the rabbit goddess of love and fertility, Feneri.
The fertility festivals of rabbit people tribes are famous for their joy and abundance.
Ratfolk
Rat people live everywhere, often being chased by other races.
The Velians
When the lucians appeared, they spread and populated all of Yera. Their ingenuity was their greatest weapon - and their curse. They dammed rivers, cut down whole forests, hunted down to the last prey. They left only death, carcasses and destruction wherever they went.
Veli, the protective god of nature, was overcome with hatred against the lucians. After uselessly pleading for help to the other gods of the Danean Pantheon, Veli was forced to embrace the darkness as a way of eliminating Helo’s offspring. Seized by hatred, he creates abominations. Six corruptions of the lucian races with the aim of destroying them.
Thus trolls, shaitans, ogres, orcs, goblins and cambions were born. Bestial beings, moved by the instinct to kill and consume.
Velians are very physically reminiscent of the races from which they emerged, but with some distinctions. They often have green, gray, yellow or bluish skin, and some Veli features, such as goat eyes (trolls and goblins) and horns (cambions and shaitans).
Their attributes are the same as those of the species from which they were created (goblins from feerians, orcs from elvians, ogres from giants, shaitans from nephilim, trolls from gnomians and cambions from humans).
Most of velians were purged into the underworld, along with other beasts.
“They are not like us. They are not even like these ones. They are not just fierce misunderstood beasts. Have you ever seen a female goblin? Or a female orc? Don’t you know where they come from? Goblins rape fairies to make more goblins. Just like orcs rape elvian women and trolls rape gnomian women. They do not reproduce naturally. Their entire life cycle summaries in raiding, stealing, raping and killing. They are a plague. They haven’t soul like the rest of all of us. ”
- Bishop Loran Hatz, on the Velians.
MECHANICS OF MEDJAN
Hit points (HP)
A character's initial hit points varies depending on the stoutness of its race.
Race | Initial HP | Race | Initial HP |
Human | 12 | Therian | 12 |
Elvian | 9 | Ungulian | 15 |
Feerian | 9 | Scalian | 15 |
Gnomian | 12 | Toadian | 12 |
Giant | 18 | Rodent | 9 |
Nephilim | 15 | Uncommon | - |
With each new level, the character gains more hit points from its class + its Stoutness mod.
Class | HP/level up |
Warrior | 8 |
Scout | 6 |
Mage | 4 |
A wounded character's hit points are only restored after it has been treated (medical test) and rested for a number of days equivalent to 1d6 minus its stoutness mod. If it receives a healing spell or ingests a healing potion, its health is instantly restored.
When a character's HP reaches 0 or less during combat, it falls unconscious and must make a life check (difficulty: 9) in the next few turns. If it fails three times, the character dies. If it succeeds three times, the character stabilizes, but remains unconscious at 1 hp. If he gets a critical hit (18), it stabilizes immediately. A critical failure (3) means death.
Mana Points (MP)
A character's initial mana score (MP) also varies according the race, varying according to its will modifier.
Race | Initial MP | Race | Initial MP |
Human | 12 | Therian | 9 |
Elvian | 12 | Ungulian | 9 |
Feerian | 18 | Scalian | 12 |
Gnomian | 12 | Toadian | 12 |
Giant | 12 | Rodent | 12 |
Nephilim | 15 | Uncommon | - |
With each new level, the player receives more mana points from his class + the Von mod.
Class | PM/level up |
Mage | 8 |
Scout | 6 |
Warrior | 4 |
The mana score is fully recovered after a short rest (3 hours).
If a character's MP falls to 0 in combat, it falls unconscious and must perform a stoutness test (difficulty 9) to wake up.
However, before that happens, the character can, on its turn, make a mana recharge roll (difficulty 9). If it is unsuccessful, no mana points are recovered. But if the character does, it recovers mana points worth its degree (1 pm for 1st degree, 2 pm for 2nd and so on).
Attack points (AtP)
How much the character adds to its roll on the attack roll in martial attacks or shooting spells. The calculation is made using the mod formula of Dex + the expertise bonus, if any.
Ex1: a copper-degree scout (2nd degree) has +3 dexterity and expertise in light martial weapons. When he attacks with a dagger, his attack points equal 5 (3 + 2). Therefore, his attack roll with the dagger is 3d6 + 5.
Ex2: a quartz grade sorcereress (2nd grade) has +1 dexterity and expertise in magic focus. When she casts a shooting fire technique with her scepter (like a fireball), her attack points equal 3 (1 + 2). Her attack roll for this shooting magic attack is 3d6 + 3.
The coordinated magic attack skill replaces the Dex mod with the Int mod in shooting magic attacks, and the troglodyte attack skill replaces dexterity with strength.
Magic Difficulty Points (MDP)
How much the character adds to the attack roll of resistance magic attacks. The calculation is made using the mod formula Int mod + the magic skill bonus, if any.
Ex: the same sorcereress in the previous example will launch the Immolation technique. She has Int +4. Her Magic Difficulty points arand 6 (4 from Int mod + 2 from expertise bonus with scepter). The attack roll of the technique is equal to 3d6 + 6. The target must make a saving throw that exceeds this attack roll so as not to take all the damage.
Defense Points (DfP)
How much the characters adds to their roll on defense or standard fixed defense (9). Add the dexterity modifier + the parry score of your equipment (weapon and armor) to de fixed defense or defense roll.
Ex: a knight has Dex +1 and has the following equipment: armor (+3), shield (+2) and sword (+1). So his DPs are equal to 7. His Defense is 16 (9 + 7).
Damage Points (DaP)
The amount of damage a character does with a martial or magic attack. The calculation varies according to the type of weapon: with melee weapons, the damage of the weapon + the Str mod is added; with ranged weapons, weapon damage + Dex mod is added; and for magic attacks, the damage score is equal to the magic damage in that particular degree + Int mod.
Ex: a barbarian has Strength +3 and uses a two-handed axe (2d6 damage). So her DaP are 2d6 + 3.
Ex: a ranger has Dexterity +2 and uses a longbow (2d6). His DaP are 2d6 + 2.
Ex: a Randora priest has +4 intelligence. He casts Randora's Sweat prayer in the glass degree (1d6). The damage score is 1d6 + 4.
Summing up:
n AtP (martial and shooting magic attack): Dex mod + expertise bonus.
n MDP (resistance magic attacks): Int mod + expertise bonus.
n DfP: Dex mod + armor parry + weapon parry.
n Defense: 3d6 + DfP or 9 + DfP.
n Melee weapon DaP: weapon damage + Str mod.
n Ranged weapon DaP: weapon damage + Dex mod.
n Magic DaP: magic damage + Int mod.
Damage Types
Cutting | Caused by blades, claws and cutting-like magic. Ex: daggers, scimitars, rapiers, whips, sickles, swords, handaxes, some ice, water and wind techniques.
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Blunt | Caused by trauma from robust weapons, tails, unarmed blows and magic that cause concussion. Ex: clubs, hammers, maces, tails, explosive spells, some earth, ice and water techniques.
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Piercing | Caused by sharp weapons, horns, thorns, teeth and piercing magic. Ex: daggers, spears, some ice, earth and watter techniques, arrows and other projectiles. |
Burning | Caused by flames and heat. |
Freezing | Caused by the cold. |
Electric | Caused by electricity. |
Radiant | Caused by light. Ex: spells and techniques related to light, fire and lightning. |
Poisonous | Caused by poisons. |
Corrosive | Caused by acids. |
Psychic | Caused by disorders and waves that afflict the mind. |
Necrotic | Caused by magic related to darkness and necromancy. |
Sounding | Caused by a high-pitched and powerful sound. |
Resistance, Weakness and Immunity to Damage
When a creature or object has a weakness for one type of damage, it takes twice as much as usual.
If it has resistance, it only takes half the damage. And if the creature hasimmunity, does not take any damage.
Weapons
The Str and Dex mods are necessary to know which weapons can be wielded. If the character does not have the minimum score in the strength or dexterity mods, it will always attack at a disadvantage
Melee weapons.
A single light melee weapon deals 1d6/2 damage, but a character can use two weapons at same time when attacking one target. The pair of light melee weapons, or a combination of two different ones, deals 1d6 damage.
If a character wields two medium weapons, it must use them to attack in different turns. Some medium and heavy weapons can be wielded with one o two hands, dealing different damages.
Light weapons | Price | Single weapon damage | Pair damage | Parry | Damage type | Minimum Mod de Strength require | Range (m) | Throw range (m) |
Dagger | 4 GC | 1d6/2 | 1d6 | 0 | Pie, Cut | -2 | 1 | 6 |
Gauntlet | 3 GC | 1d6/2 | 1d6 | +1 | Blu | 0 | 1 | - |
Handaxe | 3 GC | 1d6/2 | 1d6 | 0 | Cut | 0 | 1 | 6 |
Javelin | 10 SC | 1d6/2 | - | 0 | Pie | 0 | 1 | 9 |
Light hammer | 3 GC | 1d6/2 | 1d6 | 0 | Blu | 0 | 1 | 6 |
Light mace | 2 GC | 1d6/2 | 1d6 | 0 | Blu | 0 | 1 | - |
Metalclaws | 4 GC | 1d6/2 | 1d6 | 0 | Pie, Cut | -1 | 1 | - |
Sickle | 1 GC | 1d6/2 | 1d6 | 0 | Pie, Cut | -1 | 1 | - |
Whip | 1 GC | 1d6/2 | - | 0 | Cut | 0 | 2-3 | - |
Medium weapons | Price | 1 handed damage | 2 handed damage | Parry | Damage type | Minimum Mod de Strength require | Range (m) | Throw range (m) |
Battle axe | 16 GC | 1d6 | 1d6 +2 | +1 | Cut | +1 | 1 | 6 |
Battle hammer | 10 GC | 1d6 | 1d6 +2 | +1 | Blu | +2 | 1 | 6 |
Club | 10 SC | 1d6 | 1d6 +2 | +1 | Blu | +1 | 1 | - |
Cutlass sword | 14 GC | 1d6 | - | +1 | Cut | +1 | 1 | - |
Longsword | 16 GC | 1d6 | 1d6 +2 | +1 | Pie, Cut | +2 | 1,5 | - |
Mace | 10 GC | 1d6 | 1d6 +2 | +1 | Blu | +1 | 1 | - |
Quatterstaff | 18 SC | 1d6 | 1d6 +2 | +1 | Blu | +1 | 2 | - |
Rapier | 18 Ou | 1d6 | - | +1 | Pie, Cut | +1 | 1 | - |
Sword | 12 Ou | 1d6 | - | +1 | Pie, Cut | +1 | 1 | - |
Scimitar | 12 Ou | 1d6 | - | +1 | Blu | +1 | 1 | - |
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Spear | 3 GC | 1d6 | 1d6 +2 | +1 | Pie | +1 | 2 | 9 |
Spiky club | 50 SC | 1d6 | 1d6 +2 | +1 | Blu, Pie | +1 | 1 | - |
Trident | 12 GC | 1d6 | 1d6 +2 | +2 | Pie | +2 | 2 | 9 |
Heavy weapons | Price | 1 handed damage | 2 handed damage | Parry | Damage type | Minimum Mod de Strength require | Range (m) | Throw range (m) |
Flail | 12 GC | 1d6 +1 | 2d6 | 0 | Blu, Pie | +2 | 2 | - |
Glaive | 14 GC | - | 2d6 | +2 | Cut | +2 | 2 | - |
Greatsword | 24 GC | 1d6 +1 | 2d6 | +2 | Cut, Blu | +2 | 1,5 | - |
Halberd | 24 GC | - | 2d6 | +2 | Cut, Pie | +2 | 2 | - |
Longspear | 14 GC | 1d6 +1 | 2d6 | +1 | Pie | +2 | 2 | - |
Maul | 14 GC | 1d6 +1 | 2d6 | +1 | Blu | +3 | 1 | - |
Morningstar | 18 GC | 1d6 +1 | 2d6 | +1 | Blu, Pie | +2 | 1 | - |
Pike | 22 GC | - | 2d6 | +2 | Pie | +2 | 2 | - |
Scythe | 10 GC | - | 2d6 | +2 | Cut, Pie | +1 | 2 | - |
Waraxe | 24 GC | 1d6 +1 | 2d6 | +2 | Cut, Blu | +3 | 1 | - |
Warhammer | 12 GC | - | 2d6 | +1 | Blu | +3 | 1 | - |
Shields | Price | 1 handed damage | 2 handed damage | Parry | Damage type | Minimum Mod de Strength require | Range (m) | Throw range (m) |
Buckler (light) | 5 GC | 1d6/2 | - | +1 | Blu | +1 | 1 | 9 |
Medium | 8 GC | 1d6 | - | +2 | Blu | +2 | 1 | 6 |
Tower (heavy) | 12 GC | 1d6 +1 | - | +3 | Blu | +3 | 1 | - |
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Unarmed attack | Damage | Damage type | Minimum Mod de Strength require | Range (m) | ||||
Punch (lucian) | Only Str mod | Blu | 0 | 1 | ||||
Kick (lucian) | Only Str mod | Blu | 0 | 1 | ||||
Claw (therian) | 1d6/2 | Cut, Pie | 0 | 1 | ||||
Tail (scalian) | 1d6/2 | Blu | +1 | 2 | ||||
Kick (ungulian) | 1d6/2 | Blu | +1 | 1 | ||||
Bite (therian, scalian) | 1d6/2 | Cut, Pie | -1 | 1 | ||||
Long Range Weapon
The dexterity modifier is required to assess weapon proficiency. If the character does not have what is necessary, it attacks at a disadvantage.
Long Range Weapon
| Price | Damage (piercing) | Minimum Dex mod required | Range (m) |
Dart | 10 BC | 1d6/2 | 0 | 6 |
Sling | 10 SC | 1d6/2 | 0 | 10 |
Shortbow | 15 GC | 1d6 | +2 | 25 |
Light crossbow | 20 GC | 1d6 | +1 | 25 |
Longbow | 40 GC | 2d6 | +2 | 45 |
Single handed crossbow | 60 GC | 1d6 | +1 | 10 |
Heavy crossbow | 50 GC | 2d6 | +1 | 30 |
Magic Focus
Casting magic without any magic equipment causes mana consumption to increase 3 times. Magic focuses maximize mana use while performing a spell.
Gem-encrusted focuses allow maximum mana focus, avoiding any waste when casting a spell. The other focuses are not as efficient: the cost of spells is doubled.
Magic focus | Price | Minimum Int mod required | Minimum Str mod required | Melee damage (blu) | Parry | Mana waste |
Totem | 4 GC | +1 | - | - | 0 | 2x |
Talisman | 4 GC | +1 | - | - | 0 | 2x |
Wand | 3 GC | +1 | -2 | - | 0 | 2x |
Tome | 3 GC | +2 | -2 | - | 0 | 2x |
Scepter | 10 GC | +2 | +0 | 1d6/2 or 1d6 | +1 | 2x |
Staff | 14 GC | +2 | +1 | 1d6 or 1d6 +2 | +2 | 2x |
Amulet | 14 GC | +1 | - | - | 0 | 1x |
Encrusted wand | 12 GC | +1 | -2 | - | 0 | 1x |
Encrusted tome | 12 GC | +2 | -2 | - | 0 | 1x |
Orb | 12 Ou | +2 | -2 | - | 0 | 1x |
Encrusted scepter | 22 Ou | +2 | 0 | 1d6/2 or 1d6 | +1 | 1x |
Encrusted staff | 25 GC | +2 | +1 | 1d6 | +2 | 1x |
nNote: bards are the only magic subclass that do not need an encrusted magic focus for optimal mana consumption performance. Your musical instrument acts as a magic focus.
nAmulets come in the form of rings, earrings or pendants of beads encrusted with a precious gem.
nIf the user does not have the minimum Int required by the focus, he cannot cast spells.
Armor
The minimum strength for wearing armor indicates which armor the character can wear without being penalized. A character who does not have the minimum strength to use a certain armor, has its Dex mod decreased, affecting its speed, attack and defense scores.
The decrease is equivalent to the difference between Str mod and the minimum required for the use of the armor.
Ex: a rogue with a Str mod +1 and Dex mod +4 equips with chain mail. The difference between his strength (+1) and the minimum required (+3) is equal to 2. His Dex s mod drops from +4 to +2.
Another penalty is the casting of magic. When a character wears armor without having the required minimum Strength, its mana is spent constantly to support the weight of the equipment. Thus, it is not possible to channel and concentrate the mana to cast magic.
Armor Type | Price | Parry | Minimum Str mod required | Disadvantage in stealth rolls |
Light armor |
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Brigandine | 30 GC | +2 | 0 |
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Leather | 5 GC | +1 | -1 |
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Padded | 5 GC | +1 | -1 |
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Medium armor |
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Chain shirt | 25 GC | +2 | +2 |
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Breastplate | 40 GC | +2 | +1 |
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Scale mail | 20 GC | +2 | +2 | Sim |
Halfplate | 20 GC | +2 | +2 | Sim |
Armaduras Pesadas |
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Ring mail | 80 GC | +3 | +2 | Sim |
Chain mail | 60 GC | +3 | +3 | Sim |
Splint | 60 GC | +3 | +3 | Sim |
Fullplate | 300 GC | +4 | +4 | Sim |
Conditions
Condition | Effects | Causes |
Frightened | The frightened being performs any roll at a disadvantage. | Visions of hideous events, grotesque creatures, terrifying illusions, all of which can lead a being to be frightened. |
Stunned | In combat, unable to move, attack and defend or speak cohesively. The score of the Dex mod is taken from the DfP. | Attacks that affect the senses and cognition can leave one stunned. |
Blind | In combat, the being who lost its sight attacks at a disadvantage (3d20). The score for the Dex mod is taken from DfP. Unable to perform vision-based perception tests. Its opponents attack with advantage. | Magic related to light, shadows, illusion, necromancy, enchantments and damage received in the eyes are the main causes of blindness.
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Knocked down | During a combat, the knocked being has disadvantage in attacks and must spend a turn to stand up. | Quakes, shoves, gusts of wind or water, among other things can bring down a being. |
Hypnotized | The hypnotized being has a disadvantage in any test against the being that enchanted it. And the being that hypnotized it has an advantage in any test. Poisoned When failing a robustness test for poisoning, the being takes poisonous damage each turn. It also performs any test at a disadvantage. Alchemical magic, poison darts and venomous animals are the main causes of poisoning.
| Enchantment spells involving hypnosis leave one hypnotized.
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Deaf | Unable to perform hearing-based perception tests. | Loud noises and enchantment are the main cause of deafening. |
Envenenado | Ao falhar num teste de robustez para envenenamento, o ser recebe dano venenoso a cada turno. Realiza também qualquer teste em desvantagem.
| Magias alquímicas, dardos envenenados e animais peçonhentos são as principais causas de envenenamento. |
Flanking | During combat, creatures have an advantage over the opponent they are flanking.
| When at least two beings surround an opponent.
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Immobile | Unable to move. The score of the Dex mod is taken from the DfP mod and the immobile being has disadvantage when attacking. | Unstable terrain, immobilizing magic and other causes that take the movement away. |
Immobilized | Unable to make any move, cast magic with gesture components or attack. The score for the Dex mod is taken from DfP. Opponents less than 1 meter have automatic hit against immobilized beings. | Tentacles, chains, paralyzing magic or even when an opponent holds you, immobilizing you.
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Unconscious | Unable to perform any action until removed from this state by a third party. Weapons and belongings that the being was holding fall to the floor. | Magic that induce sleep, gas, potions and other sleeping substances, hits to the head and a HP or MP less than 1 make a being unconscious.
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Invisible | An invisible being can only be identified by sounds, smells, telepathy or any other form of perception that does not involve sight. The being has an advantage in stealth and attack rolls against enemies that base their perception on vision. Opponents of the invisible being have a disadvantage in attack rolls and perception rolls based on vision. The invisible being ignores your opponents' Dex mod in DfP. | Some spells allow a creature to be invisible.
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Untraceable | An untraceable being cannot be identified by sight, sounds, smells, telepathy or other than perception. The being has advantage in stealth and attack rolls against enemies. Opponents of being untraceable have disadvantage in rolls of perception and attack. The untraceable being ignores the Dex mod point from enemy’s DfP. | Very few spells make an untraceable being. |
Paralyzed | A paralyzed being suffers from the same effects as an immobilized being, in addition to being unable to speak. Unable to communicate or cast magic with verbal components. | Paralyzing substances and magic can induce this condition. |
Petrified | A petrified being has its body transformed into a hard substance made of the carbon and water of its body. It remains paralyzed and unconscious in the position in which he suffered petrification. Its body does not age and its soul is trapped in it for years. Only diamond-degree spell can reverse the petrification process. All items that the petrified being carried remain normal. | Alchemy spells and the look of gorgons and basilisks cause petrification.
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Levels and degrees
The characters level up from the gain and accumulation of experience points from the missions completed. The maximum level in the system is 24.
Experience points needed to level up:
1 | 0 | 7 | 9.000 | 13 | 90.000 | 19 | 280.000 |
2 | 300 | 8 | 12.000 | 14 | 110.000 | 20 | 320.000 |
3 | 600 | 9 | 30.000 | 15 | 130.000 | 21 | 480.000 |
4 | 900 | 10 | 40.000 | 16 | 150.000 | 22 | 520.000 |
5 | 3.000 | 11 | 50.000 | 17 | 200.000 | 23 | 560.000 |
6 | 6.000 | 12 | 60.000 | 18 | 240.000 | 24 | 600.000 |
Classes are grouped in six degrees according to levels.
Level | Degree | Warrior and scout degrees | Mage degrees |
1-4 | 1º | Brass | Glass |
5-8 | 2º | Cupper | Quartz |
9-12 | 3º | Bronze | Beryl |
13-16 | 4º | Silver | Chrysoberyl |
17-20 | 5º | Gold | Corundum |
21-24 | 6º | Platinum | Diamond |
Many adventurers of non-magical classes display details of their degree’s metal in their armor as a form of ostentation. The magic classes use crystal gems of their degree in their magic focuses. These gems help to channel mana into spells.
Languages
Idiom | Origin | Speakers |
Abyssal | Unda-Yera | Abominações, elfs da noite |
High teudene | Teudene Kingdoms | Teuden humans (except from Breta Isles), common elves, forest elves, night elves, dwergs. |
Atala-Inti | South Emerya | South Emerya humans (except from Caajara), jaguarfolk. |
Axami | Axa | Humans from Axa, leopardfolk, gnolls and lionfolk. |
Low teudene | Teudene Kingdoms | Teudene (Bretas Isles), humans from North Emerya, common elves, broonies, fairies, halffolk. |
Castelean | Palatine Kingdoms | Palatine humans (Castelea), humans from South Emerya (except Caajara), duendes, xanas. |
Corense | Mesagea | Humans from Mesagea, desert elves. |
Old language | Mythological Age | Idiom of gods and demons, Idiom used to cast arcane magic (spells). |
Gorei | Hajima Ban | Humans from Hajima Ban. |
Keltino | Keratea | Keltine humans, fairies. |
Kerajan | Kerajan | Humans from Kerajan |
Luzean | Palatine Kingdoms | Palatine humans (Luzea), humans from South Emerya (Caajara), duendes, caiporas. |
Palatine | Reinos Palatinos | Palatine humans, humans from South Emerya (Caajara) night elves, goatfolk. |
Sindu | Nagini Sindu | Humans from Nagini Sindu, tigerfolk, snakefolk. |
Tao | Dahan | Humans from Dahan. |
Visla-vened | Visla-vened Kingdoms | Visla-vened humans, domovoi, bearfolk. |
Yamato | Xipan | Humans from Xipan, foxfolk. |
THE ELEMENTS
In Medjan, there are two classes of elements: the ethereal and the mundane.
The ethereal elements are those that make up the astral plane from which the mana flows. They are: light, darkness, aether (another name given to mana), life, death and mind.
The mundane elements that make up the physical plane are also six in total:
Fire and lightning - vibrant elements, seen as a source of life, related to light and the hot and luminous Heavenly Paradise.
Ice and earth - static and lifeless elements related to darkness and the deep and cold Underworld.
And among them are water and air - intermediate elements. Fluids capable of taking any shape, they are those that most closely resemble ether. They are the elements where life flourishes.
DEITIES AND RELIGION
Patronal magic is a modification of elementary and arcane magic, approved by an entity superior to a user. This higher entity can be a god or demigod (heroes and demons).
There are essentially no good and bad gods. The reasons behind the deities' actions are diverse. Since the end of the Danean Pantheon, Helo and his clergy have become the dominant religion in almost all of Yera. The other gods are now allied, now confront Helo. However, Veli and his cronies are definitely the sworn enemies of the Lord of Light.
The Age of Titans
Millions of years ago, the world was inhabited by a variety of dragons and other colossal creatures. Many of these ancient titans developed civilizations and unlocked the secrets of arcane and elemental magic. It was in this way that the first worldly gods arose.
During that time, the titan gods continued to walk on Yera, ruling mortals and waging wars.
Led by Hidara, the dragon empire was the greatest civilization of this time, forcing its enemies to unite to fight against them. Hidara, the three-headed dragon and first abomination, was known as the goddess of the elements. Her power was such that it drove her crazy.
Fearing that Hidara's insanity would destroy everything, Godera, dragon god of the Order, made a truce with the rival kingdoms. An alliance was formed to stop Hidara, now known as the goddess of Chaos and Destruction.
Gemara, the elderly tortoise; Modera, the champion of Feeru; Randora, the ptera dragon; Awtara, the feathered serpent; Helora, the Phoenix of Light and several other titans joined Godera in the fight against the goddess of Chaos.
The confrontation between the titans caused great destruction, being able to wake up Kutulu, the guardian of the material plan of Medjan, asleep since Creation. Kutulu banished Hidara to the deepest layer of the Underworld, from where she would never leave. To the other titans, Kutulu gave the following choice: to abandon immortality and the powers gained by the ascension to divinity or to detach themselves from their physical bodies and leave for the aethereal plane.
Most titans chose the second option. Since then, the gods have never walked on Yera. Instead, they discovered how to interfere on the material plane through the patronal magic, which was sealed to their devotees.
Hidara
Before going crazy, she was the goddess of Nature and the elements. Her left head spit out ice, the right spit out fire and her middle head spit out lightning. Her wings storm the winds, her feet shaped the ground and her tail raised the waters.
The Pantheon of the Titans
The main titans who fought against Hidara came together to form what is now called the Pantheon of the Titans. This pantheon was formed by Godera, god of the Sea, Justice and Order; Gemara, goddess of the Earth; Randora, god of fire; Helora, the sun god; Modera, goddess of the Moon; Awtara, god of knowledge; Ankwira, god of Strength; Mandara, goddess of the Sea; Vangora, the telluric god; Locera, goddess of traps and deception; Kayira, god of the Deep Sea; and Mantira, goddess of violence and lust; Lantera, goddess of life; Malera, god of darkness, Limura, the amorphous god; and Tatara, the three-eyed god.
Tita no Gwara
After the end of the mythological era, several creatures reached the state of apotheosis and left for the aethereal plane as deities. The new gods rose up against the titans, provoking a great battle of their followers throughout Yera.
Most cults to the new gods and old titans were destroyed.
Deities with surviving creeds make a truce. A new pantheon is formed. In addition to the titans Godera, Gemara, Awtara, Randora, Modera and Helora, the gods Doremi, Veli, Feneri, Vari, Asata and Hundau formed a new pantheon, the Danean Pantheon.
The Creator of Draggenfolks
Godera, the god of justice and order is represented as a huge two-legged dragon (drake). He created the draggen in his image and likeness.
Creation of Lucians
After the creation of the draggen, Helora, the sungod and phoenix of light, intervened in the emergence of new races to serve him. These races would later be known as lucians, sons of the lord of light.
The first to appear were the elvians, feerians and nephilim. Then came the gnomian, giants and humans. The last ones spread to almost all of Yera.
After the appearance of lucians, Titan Helora would come to be known as Helo, the lord of light. In addition to the phoenix-shape light, the god is also portrayed as a lucian with luminous wings on his back.
The Fallen God
Awtara, the Feathered Serpent, taught the lucians the language of the gods and arcane knowledge. This infuriated the members of the DaneanPantheon. They feared that, with arcane knowledge, lucians would have power and would no longer be servants of the gods or follow the priesthood. The other members demanded the expulsion of Awtara. After expelling him, Godera withdraws from the pantheon that is now led by Helo.
Awtara's original form is an amphythere, a “feathered snake” (archeopteryx). Today he is represented as a handsome-looking man with a pair of wings - and sometimes with reptilian features. His symbol, a winged oroboros, is used by several arcane schools.
The Enemy of the Lucians
Veli was the Protector of Nature, the chief deity of the ungulians. Adored in all corners of the world by all the ungulian races. He was seen as the embodiment of life itself.
When Helo created the lucian races to worship the titans, a conflict with Veli began. The lucians disrespected nature's cycles. They hunted more than they should, cut down forests to plant, dammed rivers. This offended the ungulian god.
Corrupted by his hatred, Veli is taken over by the dark side of the ether. He creates six corrupt races with the aim of eliminating lucians. First it was the shaitans, orcs and goblins that prevent the expansion of the nephilim, elvians and feerian to the other continents.
Then Veli creates the trolls and ogres to contain the gnomians and giants that have spread across continents. Finally, cambions are created to exterminate humans that, by this time, had already spread throughout Yera.
Veli is described as a four-horned satyr or as a deerman.
The most powerful warlocks and dark knights who make a pact with Veli receive the titles of demon, demon lord and demon king.
The Dwerg Patron
During the Mythological Era, Randora challenged Helo for the position of solar deity. Modera tried to avoid conflict between the gods by asking Randora to become the god of the stars and help her light up the darkness of the night. But Randora wanted the title of Sun God.
After being defeated by Helo in a battle that lit up the skies for days, Randora retired and made a nest inside a volcano. This same volcano would be the one where his body would be sealed after the conflict against Hidara.
With his wounded pride, the god who wanted to be the sun began to illuminate the depths with his burning anger. A celestial deity exiled to the depths of the earth, from where he cast his fury into the skies in the form of eruptions of incandescent magma.
Later ages, the proud and angry temperament of the now Volcanic God brought him closer to the dwerg, who inhabited the region where his body was sealed - which today corresponds to the north of Keratea. In this way, the dwergs took the volcanic god as their patron.
When Helo was elected the new leader of the Pantheon Daneu after Godera left, Randora also retired from the pantheon.
Even though he is adored only by dwergs, Randora is still represented as a ferocious ptera dragon.
The Cult of Mother Earth
After Godera and Randora, Gemara also retired from the Danean Pantheon. Her followers created the cult of Mother Earth. The cult has followers in almost every corner of Yera.
The goddess is represented as a giant tortoise that carries an entire forest on its back.
The Spring Festival
After Gemara leaves the Pantheon Daneu, the rodent goddess Feneri does the same, creating the Fertility Cult of the Goddess Rabbit and the Spring Festivals.
Feneri is represented as a very attractive rabbit woman.
The Creed of Music
Upon leaving the Pantheon, Doremi creates the priesthood of the bards. The god of music is represented only by musical notes or as a bard of several different races.
The Fairy Goddess
By leaving the Pantheon as well, Modera creates modern fairies by giving wings to the feerians that were being decimated by the goblins.
Modera is represented by its original form, a giant moth, or as a fairy with platinum hair and wings.
The Age of the Lord of Light
When Emperor Solano declared the cult of the god Helo the official religion of the Palatine Empire, a new calendar began. It was year 1 of the Era of the Lord of Light. The Danean pantheon is completely undone. Helo's most powerful priests acquire the ability to manifest the wings of light of the Phoenix God. The cult of Helo spread throughout Keratea and then to the rest of the continents.
Elvian Pantheon
The Night Lady
Hogali is the Elvian goddess of Darkness and Night. She is also a consort of the angular god Veli. She transformed an Elvian tribe into a race of creatures that live in the shadows and feed on blood - the night elves, better known as vampires. Vampires often worship Hogali, Veli and other maleficent deities.
Lunar Elven Goddess
Eria is the lunar goddess worshiped mainly by the common elves as opposed to Modera, patron of the fairies. She is sister of Hogali.
Patron of the Djins.
Aladje is the god of deserts, worshiped by the djins.
Demigods
Volcanora
A princess fairy cursed by Hogali. She had black skin and white hair like the goddess of darkness. Her wings are orange with red and black patterns
Medusa
A former gorgon queen. A lucian king tricked her by presenting her with a crown of stuffed snakes made by a necromancer. When medusa put the crown on her head, the snakes came back to life and merged with the head of the gorgon queen.
Medusa's wrath was such that she destroyed the rival king's entire city.
Followers of the goddess, gorgons or lucians, also started to turn into medusas from a ritual of necromancy.
Deities
Divindade | Attribute | Descrição e simbologia. | Tendência, segundo o Clero de Helo |
Aladje | God of deserts | Desert elf with tanned skin | Chaotic neutral |
Ameri | Warrior goddess, protector of peace an patroness of Amazons, Icamiabas and Valkyries. | A broken spear | Lawful neutral |
Ankwira | God of stoutness and strength | Ankila dragon | True neutral |
Aranra | Goddes of traps and deveption | Gray spider | Chaotic evil |
Awtara | God of knowledge and arcana | Archaeopteryx; feathered snake, winged ouroboros | True neutral |
Asata | Ungulian mother-god | Female minotaur | Lawful good |
Doremi | God of music and bards | Musical note or instrument | True neutral |
Eria | Elvian moon goddess. | Elvian woman with silver hair. | Lawful good |
Feneri | Rodent goddes of love and fertility | White-furred rabbit woman | Neutral good |
Gemara | Godess Mother-Earth | Ancient turtle with forests and mountains on her back | Neutral good |
Godera | God of Justice, Order, Sea and draggenfolk. | Bipedal black drake | Lawful good |
Helo | Sungod, Lord of Light, God of Lucians | Light phoenix; lucian with luminous wings and platinum armor | Lawful good |
Hidara | Goddes of chaos and destruction. Has no worshipers. | Three headed white dragon | Chaotic evil |
Hogali | Godess of night and darkness. | Elvian woman with sharp canine teeth, red eyes, silver hair and obsidian black skin | Neutral evil |
Hundau | Elvian god of hunting and rangers. | Archer, bow and arrow | Lawfull neutral |
Kayira | God of deep sea | White lobster | Chaotic neutral |
Limura | Slime god | Green, yellow or blue slime. | Neutro |
Lontur | Elvian and teudene deity of darkness. Vassal of Hogali. | Shadow silhouette of a chimeric creature with body of bear, wolf head, moose horns, boar tusks and fox tail. | Neutral evil |
Lorana | Goddes of healing. | Woman holding a lampad. | Lawful good |
Malera | God of darkness. | Purple dragon. | Lawful evil |
Mandara | Goddes of sea. | Sea dragon. | True neutral |
Mantira | Goddess of lust and violence. | Golden mantis. | Chaotic evil |
Medusa | Semi-deusa das gorgons e medusas | Coroa de serpentes | Neutral evil |
Modera | Deusa da lua, das fadas e dos homens-lobo. | Mariposa prateada. | Lawful good |
Moreya | Goddess of dreams. | Woman with long black hair and painted with stars. | True neutral |
Moridun | Keltine and feerian god of sea. | Seal man | True neutral |
Randora | God of fire, volcanoes and dwergs. | Viscious ptera dragon. | Chaotic neutral |
Tatara | God of triclops. | Three eyed drake | Lawful neutral |
Tuar Ceatha | God of rainbow, goof look and leprechauns. | Lebrechaun sitting on top of a pot of gold | Chaotic neutral |
Vangora | Teluric god. | Unicorn drake | Lawful neutral |
Vari | God of war. | Warrior, sword and shield. | Chaotic neutral |
Veli | Former god of Nature; god of velians. | Goatman or deer man, often with shadowy wings. | Neutral evil |
Volcanora | Demigods of fire. | Fiery wings of a fiery flower. | Lawful neutral |
Every divinity has its own repertoire of spells (prayers and swears) for its priests and warlocks. Most of these patronal spells are arcane and primal spells modified.
HISTORY AND GEOGRAPHY OF THE MEDJAN PLAN.
The material plane of Medjan has three layers: Yera, Unda-yera and Ova-yera.
Yera
Yera is the middle layer, covered by oceans and continents, where the gods were forbidden to manifest.
There are six continents in Yera: Keratea, Megala, Ivorya, Nagini, North and South Emerya. On these continents several peoples live in different nations. Currently, lucians are the dominant races in Yera.
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Unda-yera
Unda-yera is the bottom layer, also known as the Underworld. A dark and cold place, made up of countless galleries joined by a network of tunnels that form true mazes.
Instead of continents, there are gallery complexes. Instead of oceans, a sea of impassable rocks.
Unable to sustain natural life, Unda-yera is home to all kinds of abomination, chimera and undead. Its unnatural and corrupted ecosystems form disturbing landscapes.
All kinds of profane magic and corruption forbidden in Yera, are allowed here. Many wizards, while not bad, come to the underworld to carry out their forbidden experiments.
The manifestation of gods and demigods is also allowed, even if temporarily.
The few light sources in the Underworld come from bioluminescent fungi and invertebrates and light crystals- rocks that absorb mana from the environment and release light energy.
There are six complexes of galleries, known as the Six Hells of Unda-Yera:
The Tatara Well
Composed of 108 floors, it is a copy of Yera within the Underworld. Its landscapes are relatively reminiscent of the surface, but with the presence of abominations. The roof of each floor simulates the sky, but without stars, sun, moon or rain - except on special occasions.
The floors are arranged one after another forming a downward spiral, counting from top to bottom. At 108º, about 60 km deep, is where the body of the titan Tatara, the three-eyed dragon, is sealed.
The floors are 3 to 6 km high and are connected by a network of tunnels and smaller galleries that connect only two floors at a time, like the thread that joins a beaded necklace. The slope of these tunnels is so smooth that the downward movement is imperceptible.
The Tatara Well has no connection with any other Underworld gallery complex. The only access is through the first floor entrance that is connected to Yera. It takes days to get from floor to floor through the tunnels that connect them. The most common means of transport are teleportation circles.
During the day, the floors ceiling glows artificially with a slightly bluish white light. At night, this light becomes much weaker, simulating the illumination made by the moon.
Dragon’s Dungeon
In the depths of this hell, Hidara's sealed body lies. Hordes of aberrant dragons inhabit the vast galleries that make up the Dragon's Dungeon.
Undamari
A vast gloomy underground ocean, home to the empire of the octhulus.
Being in one of the lowest levels, most of the waters from other hells flowed through the tunnels and underground channels and accumulated in the immense galleries of Undamari. With the exception of the Tatara Well floors, the Oceans of Undamari are connected with all other bodies of water in the Underworld.
The surface of the underground oceans is illuminated by the faint light of white, blue and violet light crystals. However, no light reaches the depths where the octhulus live.
Umbral
The largest gallery complex in the underworld.
Ova-yera
Almost 6 kilometers above the ground, where only the top of the largest mountains can reach, there is a radiant world full of wonders: the Heavenly Paradise.
Ova-yera is made up of cities on top of towering mountains and floating islands.
It is the place where retired heroes and benevolent demigods live while watching Yera from their floating palaces.
However, it is also in Ova-yera that the infamous Tower of Pabira is located, reason for the doom of the nephilim. After the nephilim king surrendered and bowed before Helo, the tower was pulled from the ground and taken to Ova-yera, where it remains floating to this day.
There are legends that King Pabira still lives on the top floor of the tower as a demigod. And whoever manages to climb there, can ask the nephilim king for anything.
History and Geography of Yera
In the past, there were six major empires that connected the world. At this time, the creed of the Danean Pantheon, the common language and arcane knowledge were spread throughout Medjan.
Most of the ruins unveiled by adventurers are remnants of these empires.
With the end of the Six Great Human Empires, several conflicts took place over the next centuries until the current map was formed, with all kingdoms, pike and non-pike, being incorporated into human nations.
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Palatine Kingdoms
The palatines are originally from the city of Palatio. These people formed a great empire that conquered part of Cheratea (palatine spelling for Keratea) - including the Danean archipelago.
The empire collapsed during the war against the teudenes, giving rise to the Palatine Kingdoms - a league formed by six kingdoms corresponding to the six provinces of the empire: Gaulea, Dacea, Luzea, Castelea, Toschea and Catalea. Each kingdom is somewhat independent, but with strong political, economic and military alliances.
Before the decline of the Palatine Empire, Emperor Solano made the cult of Helo the official religion of the empire.
The Palatine Kingdoms went to war with the kingdoms of South Emerya and conquered the continent.
Much of the Dacea kingdom was conquered by the night elves in their attempt to build their own nation.
Teudene Kingdoms
The Teudenes inhabited the northern antlers of the continent.
They managed to prevent the palatine expansion to the north. Teudenes were also primarily responsible for the fall of the Palatine Empire. With the end of the Empire and the formation of the Palatine Kingdoms, the Teudenes went to war against the Keltines and invaded the Bretas Isles.
The teudenes, allies of the elves, emerged victorious while the Keltins, allies of fairies, were almost all wiped out. Six Teudene Kingdoms were formed based on the palatine kingdoms: Nordland, Ísey, Laagland, Teudland, Eastern Breta and Western Breta. Later, the Teudene Kingdoms would conquer Northern Emerya.
In the Bretas Isles there is the highest concentration of feerians.
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This is also where the fairies and most Keltin survivors reside. In Teudland and Nordland, the highest concentrations of elves are found.
The Other Plans
In addition to Medjan, Sansara has 5 more material plans:
Utopya: The plan of the outer gods. In this world, all beings have six members. Hence the six-membered dragons and griffins, the centaurs, angels, pegasus, winged demons, shivas, fire salamanders and other hexapod creatures originate.
Heroika: world where most inhabitants have been blessed with semi-divine powers and abilities.
Bestarya: plan filled with elemental beasts and their tamers.
Milenya: world without magic or special abilities, but technologically advanced.
Ankopya: plan full of violence and brutality.


